Hello everyone, and hello to the Moon Studios team,
I just heard about the delay of the final 1.0 release. I can’t say I’m surprised by the announcement. Having followed the game’s development closely from a distance for quite some time, I know that development schedules are rarely set in stone. I don’t mean this as criticism.
That being said, I am still disappointed that we won’t be getting a No Rest for the Wicked update in October. I was hoping for an update, not necessarily the final release. I was already expecting a delay, but not one affecting such a large amount of content.
Issues raised by this delay
The progression reset
Many of us are already unhappy about the planned reset when 1.0 launches. Some players are reluctant to invest more time into the game because they are afraid of losing everything and having to start over again.
Personally, I’ve already gone through several forms of resets. Early in development, there was already a reset. Then, with the arrival of the new regions, we essentially ended up with two different versions of No Rest for the Wicked, which once again felt like another kind of reset.
At this point, that’s starting to be a lot of fresh starts for players.
Feedback regarding the delay itself
Some players have said that they could lose confidence in the project if another delay happens.
From my point of view, there is also an issue with communication. For example, why show a working iPad version on social media at this stage? What exactly is the studio’s priority right now? Is it making No Rest for the Wicked cross-platform, or should the priority be focusing entirely on finishing the 1.0 version before working on cross-platform support?
Many players have also been wondering how the class system is going to work and wanted an opportunity to test it before 1.0.
Personally, I was already wondering why such an important system was being reworked so close to the planned release. It doesn’t make much sense to significantly change gameplay systems when the deadline is already so close.
Communication around these decisions needs to be handled carefully.
The new roadmap
I am very pessimistic about this new schedule.
To me, it suggests two things: the class system isn’t finished, and it isn’t even close to being ready for beta testing.
The studio is giving itself until December to lock down the system. December and January would then become the main feedback and testing period. February would become the rush to fix everything, followed by a March release.
At that point, I honestly think it would be better to aim for June 2027 instead.
Having three additional months for testing, polishing, and fixing issues would be far healthier than trying to force everything into a March release. Otherwise, February is likely to become an extremely difficult month for the team, and I can already imagine an announcement around that time saying something like:
“We have decided to move the release to August 2027.”
The pressure created by such a tight schedule, combined with the need to work quickly, could end up creating even more problems.
A possible alternative: chapter-based releases
One solution worth considering would be releasing the game in chapters.
Moving from one chapter to another could work somewhat like a new season, introducing new features and systems, new areas, and new story content.
This could help solve several problems. Instead of having to deliver every system from A to Z at once, along with a huge map that may not have been tested enough, animations that still have issues, and many other elements that need polishing, development could be divided into clearer and more manageable milestones.
The promise behind each chapter would essentially become:
“We achieved the goals we set for this chapter. We’ll see you in the next one, where you’ll discover what we have planned next for the game.”
I think this approach could make expectations clearer for players while also giving the development team more room to properly test, polish, and improve each part of No Rest for the Wicked.