Thomas asked why it doesn't sell as well, so I answered as best as I can

So recently someone posted in reddit about Thomas Mahler’s message on how he is confused on why some other games which are less refined are actually selling more than No Rest for the Wicked (NRFW). So i’m here to write down my feedback as honest as possible in the hope that he can see the issues and find the solutions to make it a great game.

Now I’ll start with the disclaimer that all opinions are subjective, but subjective doesn’t mean there isn’t any standards at all or that there is no truth in it. And I’ll apologize in advance if I sound harsh, rude and vulgar, none of it is directed to hurt anyone intentionally, but in order to say it as honest as I can, I cannot mince my words, and perhaps unfortunately lack the better vocabulary that I should use. It’s all for the betterment of the game.
Now with that said, let’s start, there is a lot to unpack.

Firstly, I want to ask the devs, or better yet ask the devs to ask themselves, what is the goal of this “ARPG”? Are you trying to create a 1 time linear arpg adventure like Dark Souls, or are you hoping to create an arpg more similar towards games like Diablo/PoE that has an addictive loop that players can come back and play again & again?
From the dailies, I have to presume it’s the latter, something with an addictive loop, but a more involved combat that requires some skills.
But either way, I have to tell it straight to you then, from both perspectives, NRFW is just bad, and more inferior that what’s on the market now.

If you are going towards the linear souls adventure, you are worse than souls, you might have cool cutscenes and story, but at least in souls the player has more agency to choose which direction to go or ally to help. You also lack the 3rd person perspective to create the sense of awe and wonder that most souls games have.
But if you are going to the PoE route, then you are also a far inferior product with way less options. And your world is certainly not build to accommodate that too.
Now that I told you that you have a bad direction either way, let me dissect to you clearly why.


COMBAT:
Your combat sucks, its dogshit, period. Your entire combat system design is predicated on one word, “INCONVENIENCE”. And every level up, every build, it’s all to reduce that huge inconvenience you have since the start. First, the default walk speed is atrocious, I dunno who think its fun to walk like a turtle. It is entirely redundant and annoying, even souls don’t move this slow. As a confession, I cannot stand it and use trainer to make my default move speed my run speed. If you want players to move slowly through obstacles, you already have a “toggle walk” button for that, there is no need to make the default movement speed that slow.
Even in combat, the default movement is all but useless. Every enemies fat or thin can far dodge out of your way, and have a movement or skill that can jump or close the gap from more than half the screen, meanwhile you are made to chase them whenever they dodge away, and you can’t chase with the walk speed. Rather than making more creative enemies, enemies are design around to take advantage of the inconvenience of your turtle speed. Bosses and elites are even worse, highlighting this problem even bigger. You design dogshit bosses which is why all your bosses are designed in “giant” sized, and all of them will have a movement that can close half a screen away, and have attacks that can hit another half screen away, which means all bosses can cover whole screen immediately and dodge far away, meanwhile you are made to chase them around again. Block and dodge a few attacks, using stamina, then chase the boss, using stamina, now with whatever stamina you have left, you have to make 1 hit, because if you make 2, you ran out of stamina to dodge/defend yourself. Then you slowly use your walk speed to walk around to recover those stamina and repeat the process, what an absolutely dogshit combat, made inconvenient with both speed and stamina.

You keep on doing this until you probably reach level 20 because you circumvent those “fake inconvenience” by pure stats. You said you want levelling up to be exciting, but it’s NEVER exciting, it’s just adding more stats so that you don’t have asthma with every few moves, so that you don’t run out of mana/focus with just 1 spell. It’s a fake difficulty made by poor design. Ask yourself honestly, like really really honestly, does this levelling up really feels exciting to you, addictive? Really??!

And as for the next inconvenience? Artificial potion limitation.
Hey you know how to make combat even harder? Just limit players to drink 1 potion. Wow! Look at me, aren’t I a genius??
You are so fixated on making everything difficult because you think players “love” difficulty, that you design all these stupid artificial limitations to inconvenience the player. You know what happens when a player get a plagued status? They die. Because they cannot cure it any other way other than heal, and when they cannot heal, they just die, what an incredibly stupid design. Please don’t come and tell me on how I should make a build with life regeneration, leech etc, then that would make those stats mandatory, because there is no other way to stop the health loss. Even with souls, healing is not limited to estus, you can carry as many rotten meat(heals but poisons you) as you can and poison bolus(heal poison) as you can outside drinking estus potions. In short, souls players can get creative, souls players can BRUTE FORCE combat with items or stats, but you can’t do it here. Because another stupid lvl 30 cap of course, another forced inconvenience. And you know what’s cooler in souls? You don’t have to farm your potions. What’s the point of farming 100 different kinds of healing but only limit it to 10?

The idea of following souls combat is already stupid in the first place. No one is addicted to souls because of it’s addictive combat, it’s the sheer wonder and mystery and adventure that makes that game charming, not it’s combat. If you look at the mods for it, there are TONS of combat mods that make the combat more robust, precisely because souls combat is as basic as it gets, but NRFW is even worse.

In souls, I can wield magic and cast spells/arts a few times and drink mana potions, in NRFW, I start with mostly 1 time cast per rune attack, before I have to regain it by some other way, or eat up my healing items for some rune refill. Or like I said, circumvent the force inconvenience by levelling up to 20+ and filling your stats. Rune attacks are also made rather boring.
Unique weapons are slightly better, in that they have some variety of Rune attacks that has slightly different functions, but none of them synergize and cannot be chained combo-ed with one another. Normal weapons are worse, you are stuck with that 1 Rune attack all the way, because there is no other interesting combat Runes that can be slotted to create interesting combos (except fists, but none of them can combo too). So you have the most boring and brain dead idea of getting stuck with 1 special attack once you found a weapon with the decent stats that you want.

Every other Souls-like in fact try to spice up and improve on the basic souls formula, Code Vein allows you to equip 8 skills, Nioh 2 allows you to wield 20+ and all of them chainable, which is why people can play that game for the combat alone for THOUSANDS of hours for its sheer depths. And NRFW went for the shittiest the most basic 1 Rune attacks…. truly moronic.

The previous concept of pure stat based weapons are also moronic as hell, instead of encouraging players to try many weapons and find a good combination, it pigeonholed players to get stuck with 1 build 1 style for the rest of the game. I won’t comment much on it anymore since you’ve decided to remove the stats requirements and scaling and I don’t know what is in store, but please don’t repeat the same mistake by pigeonholing players to stick to 1 weapon/skills/builds just because they have invested to this 1 stat.

Backstab is absolutely retarded, just remove it altogether. 99% of the time you will never carry out a successful backstab because of turtle speed, and 99% of the time even a sneak backstab will fail. A useless move, a useless stat.

Parry…. Is really stupid, maybe isometric games are not suitable to carry out perfect parries. Parry is either pointless or the most powerful thing in the game. I’d say, change the way parry works altogether. Make the hit box larger, maybe 220 degrees in front and to the side, everything except the very back can be parried. Make parries more akin to parry games like Wo Long, like a generous 18frames±, parrying chips stamina away but also lets you gain Focus, and make it less critical to the enemies. That way you can chain parry enemies to make a more focused constant combat, yet you can’t just parry all the time., and enemies are also not stopped after 1 parry. Currently the parry sequence is boring, the enemy is immediately staggered, you gain some Focus, do 1-2 attacks and 1 Rune attack, then regain stamina, repeat. It’s pace breaking and boring. Yet the enemy has to be staggered because the current parry system is so risky and unreliable. Making it less critical means the enemy is not immediately staggered with 1 parry but with many parries that build their stagger meter. With more generous and less critical parries, even magic or light armoured builds have incentive to learn and participate in the parry system rather than weighing the risk of missing a parry and losing tons of health.

In short, the suggestion for combat is, make it faster, reduce the “forced inconvenience” by a whole lot, more stamina so less asthma, way more rune so less asthma, make interesting skills & magic that can be slotted to normal weapons and make the abilities “chainable” by perhaps making it be able to be chain-cancelled or cast back to back immediately.
Make levelling up stats more fun by making all stats somewhat useful, eg. every Dex will give you 1% more speed. Remove useless stat like encumbrance, and put it into Str benefit, same with Focus paired with Int.
Stop the fixation on “difficulty”, but make it more “FUN”. Difficulty can be adjusted later. Make parries easier & less critical to enemies so that it can fit to any builds.


BUILDS, UPGRADES, ITEMS:
Again, everything is dogshit boring.
As I’ve mentioned before, NRFW entire design is predicated on adding INCONVENIENCE to create artificial difficulty, and it’s the same here.

Black Ichor, the upgrades actually gave you +5 items slot? After beating a boss I get to upgrade +5 items slots???! This is one of the lamest stupidest upgrade i’ve ever seen in any game.
Another upgrade actually gave me another slot to carry another weapon??! How Innovative!.. Another stupid dogshit meaningless upgrade, even souls game know not to do this kind of stupid upgrades. Other than the extra healing slot and ring upgrades, everything is useless and stupid as hell.
Remember the 1 rule to upgrade: ALL upgrades must increase player’s POWER, everything else is stupid.
If your upgrade pertains to QoL, you’re already wrong. Carrying additional and switching weapons is QoL. Some souls game in the past have gated basic skills like “immediately wake up after getting beaten down” as upgrade, and such upgrades has always been complained by the players.
You want meaningful upgrades? Maybe skill points like PoE, or maybe something like “timely dodge now regain 3% health” and the like, hell you can even add 4th ring and it’s still a better upgrade than what you have now. You can even create more choices so that players cannot choose them all in a single game, eg, everytime you parry a critical hit, choose 1 of the 4 resistances to be raised by additional 10% for 8 secs, and you only allow 2 of such upgrades.

Next is item upgrades, the mods are utterly boring. Durability stats are basically a deadweight, you need at least 2 of them to be barely useful because they are capped at low percentage. Irreparable is also a dud, because there is no good accompanying mods with it. I’m not sure how to improve on this department. You removed exaltation feature, which was pretty exciting, and now there’s nothing else but smithing your gears to next level for the sake of numbers go up.

BUILDS
… when it comes to builds, its also super boring. Either you build into something that can generate tons of focus and spam Rune spells/attacks, or you stack stat to make big dps hits. Regen health, regen focus, its a given, get health after a kill…. These are not builds. When a player look for a fun build, they are thinking about shooting a single fire ball, and perhaps with some tinkering, not they can shoot 2 fireballs, and after more upgrades, now the 2 fireballs split into 4 smaller fireballs after hitting their first target. That’s is what an interesting build is about. People in arpg try different ways to stack up attack speed so that they can finally dish out 8 attacks in 1 second, it may not be easy, but it’s exciting, you really feel the change, feel the power up. These are what makes arpg players who play games like PoE come back again and again.

You can implement this by allowing players to slot “special gems” into their gears, and also create a rare drop that allows them to add a 2nd gem slot for even more upgrades/customization. And if you want some balance, you can still put some penalties into the gems itself, eg. “Projectiles return after you fire them, but it can hurt you too” “You fire additional projectiles, but each projectile does reduced 30% dmg”
When I can get such build combinations, i feel the power up, i feel the effort, i change my playstyle, which spices up gameplay & combat.
Dodges can leave behind thunderstrikes/after-effects , melee attacks can release small aoe waves etc, or even “melee attack now does no damage, but leave behind a 100hp 2m ice wall”, and let players find some interesting 2nd weapon skill that can be used to create crazy usage for that skill.
Without interesting mods that can encourage theorycrafting, NRFW will never be the addictive arpg you imagined it to be.

MECHANICS
When i say mechanics, i mean something like the Breach mechanics that you’ve implemented. Though, to be honest, I haven’t played that far to experience it, but if I’m understanding it correctly from the trailer, the breach can happen organically anywhere when you travel, and this is a good thing.
First and foremost, mechanics should be a very very important part of your gameplay. NRFW world is static, and almost dead, because there is also 0 rpg interactions that you could make or make any difference, so your world has almost 0 randomization, which is important when it comes to making addictive arpg gameplay, and sorry, your dailies system is dogshit, boring, a chore, uncreative.
You want to learn what are great mechanics, look to the best in the market right now, PoE, usually called League Mechanics.
In general, mechanics that can happen organically are good, and these are mechanics like Breach(poe), Delirium, Syndicate and Abyss. These encounters make the map encounters more fresh and interesting.
Some require more preparation but can also be great, like Blight (tower defense system). These are the stuffs that will make every Cerim’s journey different, and encountering 2 or more league mechanics together can make a dull journey into a dangerous and exciting one. Ideally, every mechanic will culminate into a special boss fight that will yield special items or special mods. This will encourage players to chase them to craft special items/runes/power to fuel their theory crafting. People would not engage with league mechanics if it doesn’t have the chance to yield interesting rewards.

Edits: One of the best league mechanics you can learn from is their latest Settlers of Kalguur mechanic. Settlers mechanic basically functions like a town builder, that can do automated tasks and give rewards… as long as you can constantly provide it with currency upkeep. And because you also have some light survival mechanics, you can essentially make additional resources be fuel/currency for Settlers mechanic. Really, try and look into it.


CRUCIBLE
Now you can pat yourself in the back, but only a little, because when it comes to roguelike, you are not the only bad players in town. Every single arpg in existence that has implemented roguelike mechanics has implemented them wrong/badly, period (yes even poe).
Why bother implementing it if you are going to do half assed work?
Every arpg out there, when they implement roguelike, what they meant was, adding mods to enemies like “enemies does 20% more damage”, and adding mods to players like “players does 20% more damage”, these are the most basic retarded mods that does nothing to enhance the gameplay. A good roguelike always allows the players to create bonkers builds that alter and provide variety to the gameplay itself. Every single good roguelike in the market does that, just look at Hades, Warm Snow, Soulstone etc. What is exciting about Hades? Additional 20% damage? NO. It’s when I get mods that turn my gun into rocket missiles and get another mod that makes it homing. What makes Warm Snow fun? Additional 10% crit chance? NO. It’s when I stack tons of speed, get mods that make my dash damage enemies, and turn into a dashing lightning throughout the maps. These elements are always present in the good roguelikes and never present in arpg roguelike modes.
Yes you have some fun mods like faster speed, but that’s also only because your default gamespeed is already atrocious. What people want is getting mods that allow them to eventually build into crazy attack speed, shooting more than reasonable projectiles, get 3x additional dash and dash like a madman. Don’t worry about your balance first since it is restricted to Crucible mode, concern yourself with making it FUN first. Make people ADDICTED to Crucible mode because they want to know how lucky they can get with the mods. Then you can later add crazy mods to the enemies side too, like “final boss gets a clone”, “final boss continually summon minions every 15 secs” etc. If a roguelike mode makes me fight like normal in every other fight, then that’s a total failure of a roguelike.
Again have the reward giving players special items/mods, so that people have a purpose to chase power there. The previous one has an exaltation mechanic, I don’t know why it was removed, but I hope you can replace it with something else.


BOSSES:
Not every boss have to be giant despite what you think of visible animations or not. And not every boss or elite should be able to cross entire screen in a single move. You forgot the benefit of isometric view, is that bosses can have attacks that carry positioning mechanics. Which are attacks that covers the environment in a certain pattern, that require the player to move out of the way. And yes, all the good action isometric roguelikes does this, Hades, Warm Snow, The Breaking Show etc…. And even PoE & PoE 2….., except NRFW, because NRFW is brain stuck in the souls like combat. If you have ever played any arpgs, PoE series hands down has the best bosses bar none. Their bosses have clear mechanics that require players to handle or solve them, not just simple various attacks that are all solved with rolling away (because of turtle speed). If you have fought Maven in PoE, you have to move around rotating beams, and also handle exploding certain projectiles because they can leave permanent ground effects. They never had to make all their bosses giant, because they did the only smart thing ever done in arpgs, they use voices to indicate their special attacks. You can have your movement animations, but you can also use voices to indicate special attack mechanics.
In PoE2, bosses like Jamanrath is pretty excellent, in it’s 1st phase it does your typical souls melee if you are near, and javelin throw if you are far, with a mix of aoe blast and chasing lighting rods. Then in Phase 2, it does space control by having portal that constantly shoot knives to block certain paths, and forces you into ever closer and smaller space and it does its melee slashes there. The mechanics are varied, interesting, and clear.
Meanwhile all your bosses are almost the same, big swing, big jump, big charge. Echo Knight is just made purposefully confusing by having erratic animations and do ridiculous distance closing attacks. So players just end up memorising the attack timing because the animations are so unreadable due to erratic animation, made artificially difficult by having tons of damage in a single attack. The boss isn’t hard, it doesn’t have any interesting mechanics to handle, it’s just boring and annoying. Same with the werebeast. Hades have positioning mechanics, Warm Snow has positioning mechanics, so if you want to make your bosses cool and interesting, you better think of designing them for bosses too.


Co-op
Focus less on the coop but polish the combat and gameplay first. Most players are still single players.

Internet Rants
While it’s good that as a developers you dont make crazy statements, in reality nobody cares. If your game is excellent, people will still buy and play it. Don’t ever get the notion that it was some of your crazy internet statements that stopped people from buying your game, it’s always about your game itself. Cue Factorio, Hogwarts Legacy etc.


THOUGHTS:
I spent many hours across a few days taking notes and typing all these out. And as I’ve said in the beginning “all opinions are subjective, but subjective doesn’t mean there isn’t any standards at all or that there is no truth in it”.
For context, I’ve played most huge arpgs like D4(sucks lol), Last Epoch(meh), Grim Dawn, PoE, and PoE 2, with over a thousand hours in PoE. Played most Souls games and it’s souls-likes too, Dark Souls 1&3, Elden Ring & DLC, Sekiro, Nioh 2, Lies of P, Stranger of Paradise, Thymesia, Khazan, Code Vein, Wo Long, and also hundreds of hours in the roguelikes mentioned above. And yes I finished them, not just casually touched them, I cleared Nioh 2 all to Depths 30 in highest difficulty.
So why does it matter? It’s to show that I’m familiar with those genres, I have extensive time spent on those games, that difficulty doesn’t quite matter, that I am the target audience. And I’m here to tell you in as detailed as possible why your game sucks.
I’m telling you how and why it suck not because I want you to fail, but because I want you to succeed, to carve out a space of your own but also understanding why those game succeed at what they do, why some things are addictive and why others don’t.
When you deliver a great game, I win, and hopefully you win too by way of sales.
I am not sure what you will learn & change from this feedback, but i seriously hope you do learn something and change many things. You asked why your game is not doing as well as a less polished game, and here are your detailed answers from a big gamer.
All the best in delivering even better arpgs, because the industry certainly need more of it.
(Oh right, please add transmog damn it!)

Edit: made some grammar correction and additional suggestion which are marked by quote box.

8 Likes

You are a real hater of the game and should better play another game I guess. this one is not for you.
But I tried to filter your post via chatgpt - first of removing that “dogshit”

Here’s a summary of the feedback post regarding No Rest for the Wicked (NRFW) and its perceived shortcomings, particularly in comparison to more successful or polished games:


Context:

The post is a detailed response to Thomas Mahler’s confusion over why NRFW, despite its effort and polish, is being outperformed by other seemingly “less refined” games. The writer aims to give brutally honest feedback in hopes of improving the game.


Main Criticisms:

1. Lack of Clear Direction:

  • The game seems caught between trying to be a Souls-like linear ARPG and a Diablo/PoE-style looter ARPG.
  • Fails at both:
    • Worse than Souls in terms of player agency and exploration.
    • Worse than PoE in terms of build depth and addictive systems.

2. Combat Design:

  • Combat feels slow, clunky, and revolves around “forced inconvenience” (slow movement, stamina limits, healing limitations).
  • Bosses are overly mobile while players are too slow.
  • Leveling feels like removing handicaps, not gaining power.
  • Artificial difficulty from restrictions like limited potions, stamina reliance, and healing caps.
  • Rune attacks are underwhelming and not combo-able.
  • No incentive to experiment due to stat-locked or linear builds.
  • Suggestions:
    • Make combat faster and more fluid.
    • Add combo mechanics and diverse, chainable rune abilities.
    • Make parries easier, less critical, and more broadly usable.

3. Builds, Upgrades, Items:

  • Upgrades and mods feel meaningless or purely QoL (e.g., more item slots).
  • Lack of impactful or exciting build possibilities.
  • No real customization or theorycrafting.
  • Removed exaltation system made it worse.
  • Suggestions:
    • Add gem/socket-like systems for customizing gear.
    • Introduce exciting mods with trade-offs (e.g., projectiles return but hurt you).
    • Build systems around synergy, combos, and clear power spikes.

4. Lack of Replayability/ARPG Loop:

  • Game world feels static and lifeless.
  • Daily quests are uninspired.
  • Needs more randomized mechanics similar to PoE’s “league” systems.
  • Suggestions:
    • Add organic, exciting encounters (e.g., Breach, Delirium-like events).
    • Let systems stack or overlap for dynamic gameplay.

5. Crucible Mode (Roguelike):

  • Mode is too basic and underwhelming.
  • Roguelike design should emphasize crazy builds, not just stat tweaks.
  • Compared unfavorably to Hades, Warm Snow, etc.
  • Suggestions:
    • Add creative, gameplay-changing modifiers.
    • Make it addictive by offering unique rewards and build paths.

6. Boss Design:

  • Overuse of giant bosses with screen-covering attacks.
  • All bosses feel similar and bland.
  • Missed opportunities to design mechanics-driven bosses that use positioning and environmental hazards.
  • Suggestions:
    • Look to PoE’s bosses for ideas (e.g., Maven, Jamanrath).
    • Use audio cues and visual patterns to introduce readable, strategic boss fights.

Overall Takeaway:

NRFW focuses too much on artificial difficulty, inconvenience, and emulating Souls in the wrong ways. To succeed, it needs to prioritize fun, build diversity, mechanical depth, and replayability. The game has potential, but it requires a significant rethink of its core systems.

3 Likes

You are a real hater of the game and should better play another game I guess. this one is not for you.

You are wrong & do not speak for me. Your reply is of no substance and useless, instead of providing feedback you answered with feelings. Game clearly had problems, director is clearly wondering, and you immediately call someone who wrote 7 page feedback a hater.

Your summary removed important details, context and solution, I could have written in bullet points too but that would be a waste of my time and devs time.

Make combat faster and more fluid.

Like, what is this? I don’t write empty sentences like this.

Make parries easier, less critical, and more broadly usable.

What is this? How easy? what is “less critical”? what is more “broadly usable”? Merely empty words devoid of context and solution.

Maybe stop throwing everything to ai.

2 Likes

I disagree with almost everything. I can agree that the game is far from being perfect. I mean obviously, it’s in early access. It has many issues, but most of them could be addresses with small tweaks or additions. It also needs more content, which is obviously comming. However, it is very solid fundation for the game genre that isn’t really present in the market and I personally love where the game is heading.

I on the other hand am tired of games where the gameplay or immersion are secondary elements and primary goal and enjoyment comes from the reward acquisition. That’s why speed, efficiency, power creep and convenience matter so much. It’s almost as if players whished to skip the gameplay altogether to collect the reward asap to feed their dopamine addiction. Farming simulator dressed in a medival fantasy.

I don’t know if it’s true, that sales are not going well. But I’ve been having NRFTW on my radar for some time now and even though I wanted to wait to play the game when it’s fully released, I couldn’t wait any longer and jumped in with the Breach update.

If you don’t like what NRFTW has to offer, that means it’s not a game for you a that’s perfectly fine. No need to force it into something game market is flooded with.

6 Likes

No, you would write something more prfound like: “Combat is dogshit.”

Also, you can remove plagued status with a special potion.

No, you would write something more prfound like: “Combat is dogshit.”

Yes I did wrote that, and then may more details after and offered probable solutions. But people like you are deceitful, and can only reply manipulated and reductionist answer.

Also, you can remove plagued status with a special potion.

Ahh finally, some substance. So what is that potion and where to get it?
So i was slightly wrong, but it doesn’t change the fact that the system is still so terrible then, to have such important item so hardly obtainable. I unfortunately did not encounter such potion at all after scrolling through my inventory to find something to heal plagued status. Would that eat up my healing limit too? I guess so.

Indeed, that’s a lot of feedback.. but the issue you’re gonna run into with both the community and the devs is that your feedback is raw and unfiltered.

IE: It takes too much effort to read and understand your points at a glance.

I asked Grok to help break it down:

View Summary of Catto's Opening Post

Introduction

  • References a Reddit post about Thomas Mahler’s confusion over why less polished games outsell “No Rest For The Wicked” (NRFW).
  • Aims to provide honest feedback to identify issues and propose solutions.
  • Expresses hope that the game improves and succeeds.
  • Tone is direct, critical, and passionate about the game’s potential.

Disclaimer

  • Acknowledges all opinions are subjective but insists standards and truths exist.
  • Apologizes for potentially harsh, rude, or vulgar language.
  • Clarifies no intent to hurt anyone; bluntness is for honesty and game improvement.
  • Notes a lack of better vocabulary, aiming for unfiltered feedback.

Firstly (Game Direction)

  • Questions devs’ goal for NRFW as an ARPG: linear like Dark Souls or replayable like Diablo/Path of Exile (PoE).
  • Assumes a replayable loop due to dailies but argues NRFW fails both ways.
  • Lacks player agency and awe (no 3rd-person view) compared to Souls games.
  • Offers fewer options and an unsuited world compared to PoE.
  • Deems NRFW inferior to current market competitors in either direction.

COMBAT

  • Harshly labels combat “dogshit,” centered on “inconvenience.”
  • Criticizes slow default walk speed as redundant and annoying, forcing trainer use.
  • Notes enemies dodge or leap across screens, outpacing players’ slow chase and limited stamina.
  • Calls bosses “dogshit,” oversized, with screen-spanning attacks, exhausting stamina.
  • Says leveling up only reduces “fake” inconveniences (stamina, mana) instead of exciting.
  • Slams potion limit (one use) and plague status as “stupid,” lacking creative fixes.
  • Finds rune attacks boring, unique weapons unsynergistic, normal weapons stuck with one dull attack.
  • Labels backstab useless due to slow speed and unreliable execution.
  • Calls parry risky, unrewarding, and pace-breaking.
  • Suggests: faster movement, more stamina/runes, chainable skills/magic for weapons.
  • Recommends fun stats (e.g., Dex for 1% speed), less focus on difficulty.
  • Proposes revamped parry: larger hitbox, builds stagger, suits all builds.

BUILDS, UPGRADES, ITEMS

  • Describes systems as “dogshit boring,” relying on inconvenience for fake difficulty.
  • Mocks upgrades like +5 item slots or extra weapon slots as “stupid” and meaningless.
  • Criticizes quality-of-life upgrades; insists all upgrades should boost power.
  • Suggests meaningful upgrades: skill points, dodge regains 3% health, or extra ring slots.
  • Finds item mods (durability, irreparable) dull; laments removed exaltation feature.
  • Calls builds unexciting: focus on rune spam or big DPS, lacking creativity.
  • Suggests: “special gems” for gear, rare drops for extra slots, mods with trade-offs (e.g., projectiles return but hurt).
  • Urges mods to encourage theorycrafting, dynamic play (e.g., dodges leave thunderstrikes).

MECHANICS

  • Praises organic Breach mechanic for adding variety.
  • Criticizes world as static, dead, with no RPG interactions or randomization.
  • Slams dailies as “dogshit, boring, a chore, uncreative.”
  • Compares to PoE’s engaging mechanics (Breach, Delirium) that refresh maps.
  • Notes good mechanics lead to unique boss fights and rewards.
  • Suggests: varied, organic mechanics, special bosses with unique items/mods.
  • Recommends studying PoE’s Settlers of Kalguur for town-building tied to survival resources.

CRUCIBLE

  • Critiques all ARPG roguelike modes, including NRFW’s, as poorly executed.
  • Mocks basic mods (e.g., +20% damage) for not enhancing gameplay.
  • Contrasts with good roguelikes (Hades, Warm Snow) offering wild, build-altering mods.
  • Notes NRFW’s speed mods only fix a bad base game.
  • Suggests: focus on fun, not balance—crazy mods (e.g., extreme attack speed, extra dashes).
  • Proposes enemy mods (e.g., boss clones) and special rewards.
  • Urges addictive Crucible mode via varied, exciting mods.

BOSSES

  • Criticizes bosses as repetitive (big swing, jump, charge) and overly giant.
  • Notes screen-spanning moves and erratic animations (e.g., Echo Knight) create artificial difficulty.
  • Contrasts with PoE’s clear, varied bosses (e.g., Maven’s beams, Jamanrath’s portals).
  • Praises isometric games (Hades, Warm Snow) for positioning mechanics.
  • Suggests: use isometric view for patterns, add voice cues for attacks.
  • Recommends varied, clear mechanics beyond just rolling away.

Co-op

  • Advises less focus on co-op, as most players are single-player.
  • Urges prioritizing combat and gameplay polish first.

Internet Rants

  • Dismisses worry over devs’ “crazy” statements affecting sales.
  • Notes great games (Factorio, Hogwarts Legacy) succeed despite controversy.
  • Insists game quality, not online rants, drives sales.

THOUGHTS

  • Mentions spending days on notes and feedback for detailed critique.
  • Reiterates subjectivity but emphasizes standards and truth in opinions.
  • Lists extensive experience: ARPGs (PoE, Diablo), Souls-likes (Elden Ring, Nioh 2), roguelikes.
  • Clarifies critique aims to help NRFW succeed, not fail, by finding its space.
  • Hopes devs learn and change to deliver a great game and boost sales.
  • Adds a plea for a transmog system.

Once I condensed your arguments, I actually agree with a lot of your points.

  • Walking feels painfully slow so I sprint everywhere.
  • Combat rewards enemy attack spam, later, once you get RoD, you’ll be the one spamming them for the easy win.
  • Knockbacks still feel cheap (due to camera lock/limitations)
  • ect, ect.

Much of this is being addressed in the upcoming “Patch 1”.
*I’d encourage you to check it out if you get a chance.

All that said, try to add references and shorthand your points so people aren’t so defensive when reading your critiques.

Example:

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People like me? Why you are a mean little kitty eh? Are you a racist?

It’s not deceit, it’s called humour. You don’t have to be so angry.

Believe it or not, I did read quite a bit of your steaming rant, it was entertaining for a time. The anger and the grit, bordering on sheer hatred of the game, was quite entertaining and there was a fair bit of good valid criticism under all of the dogshit.

Now, what you need to realize is that interaction between us as forum members is irrelevant to the game development. Why do you care what I have to say?

You’ve posted your feedback and if it has any valid arguments in it, I’m sure the devs will look at it. That being said, your tone and language is not very persuasive. Say I was making art, which a video game is a form of art, and you came along and opened with it’s it’s “dogshit” and said some relevant things after, I’d tell you to sod off. Conversely, if you showed up and had gave your opinion without the hate, vulgarity and anger, then I’d be more likely to actually evaluate it. That how human interactions work. You can’t be antagonizing and expect to be heard. You’ll be met with the same courtesy.

The potion is sold by a vendor in Marin Village, part of the new Breach content, which you should have probably played before coming up with your magnum opus which rightfully makes you seem like a pure hater of the game and as someone else said, you should play something else because it doesn’t seem like you’re enjoying your time at all angry kitten.

People’s response to you, is not their feedback to the devs, you need to understand this mr. False equivalency. I swear everyone is a logician on this forum.

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I on the other hand am tired of games where the gameplay or immersion are secondary elements and primary goal and enjoyment comes from the reward acquisition

.
False equivalency, false assumption.
One does not have to sacrifice the other, and I have never made the notion that those must be sacrificed. As for immersion, also another wrong points, what immersion? You cannot affect the world in anyway, there is no roleplaying elements other than your stats and builds. So what exactly is the immersion you are talking about? Talking npcs? Day night elements? Graphics? You really think these are the elements that will save a game?

It’s almost as if players whished to skip the gameplay altogether to collect the reward asap to feed their dopamine addiction.

Another wrong points, false assumption. Almost all the criticism pertains to gameplay, and how the a good reward should be structured around it. The souls games that they try to emulate so hard does offer that better than NRFW, and if they are aiming towards more looping gameplay, those other games has also successfully demonstrated they’ve done better.

I don’t know if it’s true, that sales are not going well.
It’s the devs own words.

If you don’t like what NRFTW has to offer, that means it’s not a game for you a that’s perfectly fine. No need to force it into something game market is flooded with.

I know.
But feedback like yours are precisely the most useless, vapid, and harmful feedback a dev can get. It offers nothing, brush away new players and block any potential for the game to be much better than what it is. The devs themselves are wondering, and a player who has played it for some length answered it as best as he could, and all you can offer is “go away, it’s not for you”?
You think long running successful games like PoE last for a decade because the players glaze the devs all the time? You can ask them(players with 1000+ hrs, purchase tons of mtx) what is the best arpg loot game and they will unequivocally answer it’s PoE, but the moment you ask about criticism, you will have an endless list long running complaints that are brutal. You’d think their forums are just happy players all kumbaya? Go and visit the feedback section yourself and open your eyes.

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Oh, I almost forgot to mention in my previous post..

@thomasmahler is aiming to make NRftW more like a “Dark Zelda” game rather than a just a souls-like.

Perhaps it’s the tone/atmosphere of the game or something, but players ran with the idea of the game being a souls like.

If you instead compare it to recent Zelda titles, developer decisions start to become much easier to understand.

IE: Cooking individual meals to heal.

I didn’t know that manipulative reductionist answer is part of humour, but i guess liars can say anything.

The potion is sold by a vendor in Marin Village, part of the new Breach content, which you should have probably played before coming up with your magnum opus

Unfortunate, but I’ve played the main content twice except the final last town up north, and I believe I do not need that to understand the main core problem plaguing the game.

you should play something else

Unfortunately I did, a great advice, but I don’t think this is the answer the devs are looking for.

Say I was making art, which a video game is a form of art, and you came along and opened with it’s it’s “dogshit” and said some relevant things after, I’d tell you to sod off.

Delusional take.
This kind of mindset is what breaks a studio, you think this is some kind of art fair that people just give a “like” like in social media. It’s not a meet & greet either.
It’s a question to the problem of “what is the problem and how do I sell?” The only thing that matters is the substance of the feedback, whether it’s true, whether it’s executable etc.
Unfortunately for you, I’m not that egoistical, I’d actually listen and couldn’t care less about the vulgarity of the feedback as long as it has substance.

People’s response to you, is not their feedback to the devs, you need to understand this mr. False equivalency. I swear everyone is a logician on this forum.

???
It is feedback for devs, even if indirect, if a hundred people agreed on my feedback, the devs can take it as a sign that people prefer that direction. No wonder you’re so delusional.

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Alright little kitty, you’re right, I’m delusional.

Game is dogshit.

Your feedback held excellent literary weight and critical poise. In fact, I think your style and format should be adopted for all critical works from arts to sciences. You’re truly a genius and I can’t believe the world has gone as long it has without adopting your views. I mean, you are just a beacon of light, we should not stare into for too long.

All hail Catto, the great savior of NRFTW.

Also you’d be hard pressed to find 10 people agreeing with your feedback, the way it’s structured. So don’t worry about 100 people. And don’t create a new genre of feedback as indirect feedback, that makes you look delusional. Feedback is from User to Dev. Player interaction is from User to User. What we’re having right now is player interaction, nothing called an indirect feedback.




Just leaving this out here, based on these estimates, the game is not doing terrible for an EA of a new IP.

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I was marely expressing what I don’t like about many other ARPGs. Honestly, I don’t think the game have much in common with Dark Souls other than non-trivial difficulty and dark fantasy world.

Just because I appreciate game direction doesn’t mean I don’t have anything to criticize or suggest. It’s quite the opposite. You’re the one making assumptions.

By combining so many aspects of so many games at once, the developers didn’t have the time and resources to make each one great. They’re all just ok. Except for the art department (visuals, world building, lore, audio, character design, etc). The art department is cooking serious. It’s all the “game” part of the game that needs all the love it can get.

Since they have already announced big changes to combat and progression it’s clear they have heard the complaints and are working hard to make it much better. Which is why although I agree with most of your criticisms, I’m at least somewhat optimistic that they will address most of them too.

Wicked as it is feels like an ARPG made by people who have never made an ARPG before, both because it’s literally true, but also because they did all the mistakes that veterans of souls/diablo/rogue like games avoid - and you pointed them out correctly in my opinion.

Crucible is a lukewarm roguelike with uninteresting modifiers. Combat is riddled with inconveniences and forces single stat stacking to not feel terrible. Boss fights feel designed for a different game type entirely. Builds don’t have fun skills that keep the fights engaging. Parrying feels under-designed, I personally avoided it most of the game in favor of heavy shield blocking.

It’s a shame that people’s first instinct is to tell people that the game just isn’t for them because they have issues with parts of it. It’s in early access. It’s meant to be unfinished and in need of feedback. Maybe after 5 years when the game is fully matured can someone say to look elsewhere when giving criticism without being arrogant.

I’m still here checking things out because I believe in Wicked’s immense potential to be more than good, it can be insanely great. But for now, it’s not. I loved the worldbuilding, story, campaign aspect of it. After I was done with the current content, I found that coming back just for more combat and build min maxing just wasn’t fun. All the flaws become over exposed, and I had to give it a rest after 80 hours. Which is a reasonable time, but if it had been actually fun to just fight enemies and kill bosses to get 2% stronger, I would have stayed anyway.

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Here I answer your post point by point, respectfully, trying not to leave out anything important, if you want we can have a chat on discord to have a more fluid conversation. So I can better understand the reasons behind your bad experience with this game.

This is a really strange thing to say before constructive criticism

what is the goal of this “ARPG”? Are you trying to create a 1 time linear arpg adventure like Dark Souls, or are you hoping to create an arpg more similar towards games like Diablo/PoE that has an addictive loop that players can come back and play again & again?

They have said several times that they want both, without lowering the quality of one or the other (to these two genres is also added the Rogue light thanks to the crucible). It’s a very ambitious goal, I don’t think it’s impossible, but it requires more time and work.

At the moment the story, even if it is not finished has already reached the level of quality that I expect from this type of game (which is incredible because the standard is incredibly high).

While the replayability component of ARPG style even if present is not enough, and I think it will be the most difficult thing to achieve

Obviously once the crucible is complete, we will have a Rogue-light inside this game.

Clearly this eclectic approach on one hand attracts more types of players but on the other makes it more difficult to quickly understand the identity of the game.

The atmosphere of this game is already incredible, I suppose this is a case of personal taste but I assure you that to a neutral observer the third person is not superior to the isometric view. If you look at the reviews the atmosphere is one of the aspects that is most frequently praised.

Are you sure you want to constructively criticize this game, and that you don’t want to insult anyone as stated in the premise?

It is true that the walking speed is slow but out of combat running does not consume stamina. While in combat alternating running and walking is part of the skill expression It is integral to stamina-based combat.

That being said a little buff to movement speed wouldn’t hurt, at least to bring it in line with other souls-likes.

I don’t think this is the case, the enemies are varied and interesting, although the game wouldn’t hurt to have more enemies, but they will come with the next updates.

Aggressive bosses are more difficult but more fun to fight, I understand that having a moment of respite here and there wouldn’t hurt, but once you get into the rhythm of the game, they become much more fun than more passive bosses.

I also found it difficult to handle stamina when I first played, but maybe my experience with Dark souls 1 helped me in this area. Maybe you didn’t put enough levels in stamina or you didn’t use any method to increase stamina.

I find the system of this game better from this point of view than the Souls, putting three points together in a stat really makes a difference, especially for the first levels.

I don’t find anything different than other level systems in this area, I would prefer to have the same level from the beginning of the game to the end, and distribute the stats as I want, without false progression, like in Sekiro ng+ (even if in Sekiro unfortunately you can’t distribute the stats). The system is not terrible though, it is preferred by the target audience of this game, we are the exception.

You can eat 5-10 foods per encounter, the previous system made you eat food endlessly with a 20 second cooldown between meals, when was the last time you played?

It never happened to me with the previous system or with the current system. Now plague reduces resistances, it does not do damage over time

The food crafting system in this game is well balanced, but I agree that it’s not perfect (even if it’s much better than Bloodborne), it could be an interesting option to add in the accessibility options (which are coming soon) the possibility of always having at least 5 meals every time you die if you’re at 0.

now each food stacks up to 99, 5-10 per encounter (meaning against a boss you can get 5-10 heals based on whether you have them upgraded or not, while exploring you are limited to your inventory)

Souls has always been considered one of the highest standards of combat for 3D RPG games. Souls mode is amazing but a lot of people love these games just for the combat.
(no offence but I’m starting to think you’re just saying random things to troll people)

In the next version wands and bows will have ranged attacks that cost stamina

One problem in the current system is that the interesting runes and weapons are there but you have to find them via RNG, This problem will be (partially?) fixed in 1.0 (which is the next version, or the version after the multiplayer update) But even in the current system there are some combos that you can do even just with the runes guaranteed by the items sold by the vendors, in any case maybe you are misinterpreting the system, you should see it more like the ashes of war of Elden Ring It’s not strictly designed for combos but you can do them.

You can change the base rune of a weapon by destroying the rune

You can have 4 different runes per weapon and they can have different functions, different costs, different elemental damage. It’s not monstrous, it’s an improvement over souls in my opinion.

I agree, this will also be changed and rethought, but I don’t know when.

I use backstabs often, even in mid of combat, it’s not simple but it’s not too risky and it’s very strong.

Your criticism here is not bad, I like the current series better, but a system where the perries are simpler but give you less advantages is not a bad idea, it could make it so that all players can appreciate the mechanic, but with your approach parries are harder to balance.

cool idea

I like that Focus and loadout are separated from other stats, but they need to do something to make the damage stats (like: int, dex etc.) more interesting.

the mechanic is interesting, once the drops and costs are fixed it will be nice.

The basic idea of ​​the system is ok but here I talk about how I would change it: Ichor System Balancing Solution

Having an extra weapon is a very strong and interesting option to heve. It Changes the style of the game in mid combat.

Unlike souls the load of secondary weapons does not add to the primary one and therefore it is better to carry more weapons and have more options.
It’s one of my favorite features and I like that people are tied to the Ichor system instead of having it from the beginning.

It’s still in the game, and it’s more interesting than before.

I really like building with gems rather than spells, and I like the builds, but they’re a bit too expensive and time consuming. As for Enchantments, rerolling them is too tedious and they are unbalanced I talked about it here: Enchantments Rework Detailed Suggestion - Google Docs

This can be cool but it has to stay balanced.

Understandable, it seems to me that the devs are already working on the things you said, and the current situation is not “shit”.

There’s a lot of work to be done on the mode. Obviously they put it in just to give something to play between updates, it’s not even close to being finished

Prefer Souls style bosses to other RPGs I’ve seen, the bosses are not boring, it’s probably a matter of taste in this case and I’m sorry you don’t like them, I agree that they can use “patterns” for some attacks, I think a lot of bosses have this attack where they create damage area under your feet, I would like it if that attack was replaced by something more interesting.

the feedback here is clear, everyone wants multiplayer, in any case they are already close to releasing it, they will certainly not stop working on it now.

You’re simplifying a bit but it’s true, but they should work on communication if you want to follow the discussion about it it’s here: Feedback to Devs Regarding Communication

You know you can say that the game “has serious problems”, “is in a bad state”, “it’s unresonably frustrating” instead of saying it’s “suck”, “dogshit” “bed” etc.?
This way of expressing yourself worsens communication, is not convincing, or provocative, it is irritating and rude. It decreases the probability that important points of criticism will reach the reader between one insult and another.

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When I read “your game is bad” or “your combat sucks, its dogshit, period.” with all those “everything fucking sucks” parts, that are often based on half-truths or misunderstandings, in a game where I actually enjoy combat, I can’t help but to think of possibility that person might not like the game for what it currently is . Devs have their own vision of the game and they simply cannot apeal to everyone, that’s a fact. Having said that, there are few pieces of reasonable feedback in that pile of shit. But I haven’t bothered to read it all…

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If you’re gonna type paragraphs worth of feedback, it may not be necessary to adjust your tone, but it is in your best interest to do so, because how an argument is presented definitely determines the likelihood that it will be read.

Aggressive, forceful, and passive aggressive people are the first posts most people discard and immediately put users on ignore.

Yes, developers want to sell products, but they also be selective with their clientelle.

If their clients are aggressive and quick to curse and berate, they’ll do so at any opportunity and for the slightest transgressions they perceive. It’s a personality thing. You want to attract clients that are well adjusted people, you don’t want the neurotics or obnoxious tryhards.

You are wasting your time and effort by minimizing the chance your feedback is read when you select an aggressive or dismissive tone toward a developer.

The point is that when compared to other games that Wicked is drawing inspiration from, certain parts are “bad” or “dogshit”. Seen on its own it may be ok. Certain bosses may be ok. The combat may be ok. Now look at how they are done on other games and they are way better. Which is why the OP brings up their experience with other titles, because they just did it better. And at the end of the day it’s the devs job to sort through the feedback. If they think that reading why someone thinks a mechanic is bad even if they sound angry, then that’s fine. I’ve seen devs criticize their own games on similar terms even - example, I’ve seen interviews with Mark Roberts of GGG saying some boss or mechanic was shit. Devs can be their own worst critics sometimes. They don’t need to be protected from mean words so long as there’s also an explanation. If all they had said was “game bad” it wouldn’t matter.

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I’ll apologize in advance if I sound harsh, rude and vulgar, none of it is directed to hurt you intentionally, but in order to say it as honest as I can, I cannot mince my words, and perhaps unfortunately lack the better vocabulary that I should use. Now with that said, let’s start, there is a lot to unpack.

Firstly, I want to ask you, or better yet ask you to ask youselve, why do you think this game is “ARPG”? It is not that, not soulslike and not survival game. It’s a new unique game that tries to be it’s own thing and borrows some concepts from other games. You also lack understanding that not every game has to be in 3rd person perspective to create the sense of awe and wonder. But either way, I have to tell it straight to you then your analytical skill and art taste is just bad.


COMBAT:

Your combat abilities sucks, its dogshit, period. Your combat skillset is predicated on two simple words, “SKILL ISSUE ”. Your spacing skills are atrocious, you cannot manage your stamina properly nor parry reliably. Backstabbing is impossible to you and food limitation makes you fail even in tutorial zones, because your primary way of beating games is to brute force them.


EGO:

When it comes to your ego, again is dogshit boring. You were so proud of yourself for conquering all those super uber pinnacle sweaty hard challenging hell of a games with a cheesy magic build. Yet some random top down game got you so hurt inside by owning your ass to the point you felt compelled to pour out all vile toxins you accumulated, out to the public.


CONCLUSION:

I’m telling you how and why you suck at video games not because I want you to feel insulted and get mad, but because I want you to improve, to carve out a skills of your own. I am not sure what you will learn & change from this feedback, but i seriously hope you do learn something and change many things.

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Well it seems like the general consensus is that your critique was dogshit.

Not to worry though, geniuses are often misunderstood by the general public.

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