UX + Gameplay Adjustments

First of all, I’d like to thank Moon Studios for the wonderful work you’ve done so far - No Rest for the Wicked has been exactly what I’ve been looking for in a co-op action fantasy game! With that out of the way…

Quickaccess Menus (for Food and Consumables)
I’d suggest replacing the current side-scrolling menus with Radial Menus. This would significantly improve selection speed and ease of use, especially as the player’s inventory grows.

Currently, players must hold the analog stick left or right until they reach the desired item, which becomes increasingly tedious with more items. A radial menu would allow faster, more direct selection - especially if the user can lock shortcut positions, allowing it to become muscle memory.

As an additional improvement, the radial menu could allow immediate item use, rather than only switching to the item and requiring a separate input to activate it.

Rune Infusion
I haven’t found a way to inspect runes once they’re infused into weapons (e.g., to check Focus costs or effects). Given that removing a rune destroys the weapon, this information feels essential. If this functionality does exist, I have completely missed it, which still points to a UX/UI issue.

Additionally, I take issue with the fact that Rune keybinds cannot be reassigned without destroying the weapon. Players rely heavily on muscle memory, and changing weapons can result in completely different bindings for the same runes. This disrupts consistency and makes combat feel less reliable than it should.

Stat Differentiation (STR / DEX / FTH / INT)
STR, DEX, FTH, and INT don’t feel meaningfully distinct at the moment, as they primarily determine weapon requirements and damage scaling.

In many games, stats also influence skills and abilities, which helps define clearer build identities. For example, fire-based abilities could scale with FTH, lightning with INT, or hybrid abilities (e.g., Fire Throw) could scale with a mix of FTH and STR. This would encourage specialization and more deliberate build choices.

As it stands, weapons of the same category (e.g., swords) may have different stat requirements, but they tend to function very similarly beyond their movesets. As a result, stat investment feels more like a gating mechanism than a meaningful gameplay decision.

Equip Load
As others have mentioned, investing points into Equip Load currently feels mandatory in an unpleasant way. Even wearing a full set of cloth armor pushes the player well into the Normal Weight category, which limits build flexibility early on.

I realize some of these suggestions may already be outdated considering the upcoming Class changes, but I hope some of it is still useful.
Thank you for reading!

This definitely needs to happen.

2 cents: copy what PoE2 has. There you can go into anything that’s underlined and see the definition of it, as well as the impact on stats like damage and defenses

Rune previews will be introduced when the compendium get’s fully released! (With Coop, only a light version of the Compendium is coming with that update).

Silas