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The Breach Patch 1: A Preview of What’s Coming Next

Sneak peek at what's coming next. Stay tuned for more details!

Hey folks,

We’re getting close to wrapping up Hotfix #4, and once that’s out the door, we’re going to slow things down a bit to focus on more substantial changes. Patch 1 will be the first of those bigger updates.

This post is a breakdown of what we’re aiming to get into Patch 1—some of it’s polish, some of it’s structural stuff, and a lot of it comes directly from the feedback you’ve been giving us since the launch of Breach.

I just went over some of the internal discussions we had and used ChatGPT to make a nice little summary. This stuff is still subject to change, but I thought it’d be helpful if everyone would get a first idea of what we’ve been discussing internally.

⚔️ Realm Tiers (Difficulty Options)

One of the bigger ideas we’re testing is the introduction of Realm Tiers—basically a difficulty system. This came out of internal discussions around how Elden Ring hit a much broader audience than previous Souls games, partly because it was more accessible.

We want to give players the ability to pick a tier that feels right for them. This should make the early game less punishing for new players while still allowing more experienced folks to crank up the challenge.

⚔️ Native Utility Runes

Utility Runes aren’t used too much by players even though they’re incredibly useful! We see a lot of players complaining about running out of food, not even realizing that there are other ways to heal yourself already implemented, so we wanna address that in a cool way.

Here’s what we’re changing:

  • You’ll have access to a basic “heal aura” rune by default (bound to RT + X).
  • You’ll be able to equip up to 4 utility runes at Eleanor’s that are always available, no matter what weapon you’re using.
  • The gesture wheel is moving to Hold Select, and tapping Select will still bring up the map.


This should clean up the whole “utility stick” problem and make utility runes a lot more desirable.

⚔️Free Fast Travel Between Whispers

One of the more common requests: Let us fast travel between discovered Whispers.

So that’s exactly what we’re doing. In Patch 1, you’ll be able to travel freely between all unlocked Whispers, not just the last one you touched. I’ve recently talked about my hesitations about Free Fast Travel and mentioned that it might hurt the ALIVE system, but since the ALIVE System doesn’t have all the features we ultimately want yet, we will make this change for now.

Also, ultimately we will allow players to customize their realms so that we create more of a D&D feeling where players can get a ton of replayability out of playing Wicked with different rulesets each time. I think that’ll be especially cool for Co-Op!

⚔️ Gem Extraction at Eleanor

We’re adding a way to remove gems from weapons at Eleanor. Currently, once a gem is slotted, that’s it—it’s locked in. In Patch 1, you’ll be able to extract them and try different builds without worrying about ruining a weapon.

⚔️ Ledge Protection for Rune Attacks

We already have some ledge protection in place for normal melee combos, but rune attacks still let you fling yourself off cliffs way too easily.

That’s getting addressed. Rune attacks will no longer ignore ledge safety.

⚔️ Fall Damage Tweaks

The current fall damage formula is pretty punishing. If you drop off something slightly too high, you get chunked hard.

We’re easing that curve so smaller falls don’t hurt so much. You’ll still die from extreme falls (so no cheesing), but the in-between stuff will feel fairer.

⚔️ Ranged Gameplay Pass

A lot of feedback came in around how ranged builds feel punished right now. Having everything cost Focus means you’re constantly forced into melee just to regenerate.

We’re looking at separating that out:

  • Basic ranged attacks (bows, basic spells) will use stamina instead of Focus.
  • We’ll tune damage and attack speed to avoid ranged builds deleting enemies before they reach you.


The goal is to let ranged feel like a valid playstyle again. This one is difficult and might not make it, but we’re trying our best to address this issue!

⚔️ Input Delay Fixes

Some users have recently reported some Input Delay issues. We’re investigating and will fix that.

⚔️Parry Feedback Improvements

We’ve heard that parrying doesn’t feel as satisfying as it could—especially when compared to games like Sekiro or Elden Ring.

This is mostly a presentation issue (VFX, SFX, camera shake), so we’ll do a quick polish pass to make parries hit harder and feel better to land.

⚔️ Loot That Matches the Challenge

Right now, loot is fully RNG, even from hard-to-reach shinies. That doesn’t feel great.

We’re marking certain shinies as “special”, and giving them a much better loot table. If something was a pain to get to, it should have a better shot at giving you something good.

⚔️ More Weekly Bounties & Challenges

There are currently not enough weekly quests—and once you finish them, that’s it until the reset.

We’re going to add more weekly bounties and challenges to fill that gap and give players more goals to chase between major content drops.

⚔️ Missing Tutorials

A lot of tutorials didn’t make it into the Breach update. We’re adding those in for Patch 1 so that key systems are explained properly. That won’t solve everything, but it’s a start.

More comprehensive onboarding is still something we’ll look at separately.

⚔️ Better Grinding Flow

There’s been a lot of feedback that farming for resources feels grindy compared to how often you’re actually fighting things.

We’re looking at a few things here:

  • Rebalancing drop rates and crafting costs.
  • Possibly adding little interactive mechanics (think Paper Mario-style timing events) to make farming a bit more active and fun.


⚔️ More Side Content Post-Sacrament

Right now, when players hit Sacrament, the only next step is Nameless Pass, which is a pretty steep level jump if you’re coming in early.

We want to add something in between—some kind of optional content that helps players level up a bit without just sending them back to old zones.

⚔️ Cleaning Up Realm Cheesing

People are still creating fresh realms just to re-farm items they couldn’t find in their main one. That tells us we need to:

  • Make loot drops more predictable.
  • Make it obvious where to find what (e.g., if you need gems, do this, if you need plague ichor, do that, etc).


Every major activity in the game should be a solid farming path for something specific.

⚔️ Housing: Chest Carpets + Naming

Small QoL thing, but useful for decorators:

  • We’re adding small carpets you can place under your chests, with icons to help you remember what each chest is for.
  • Stretch goal: Allow naming chests so you don’t have to memorize your layout.


⚔️ Final Notes

Patch 1 is shaping up to be a pretty big one, and most of what’s in here came directly from player feedback—so thanks for continuing to share your thoughts and frustrations. We’re listening, and we’re excited to keep pushing the game forward with you.

Let us know what you’re most looking forward to, and we’ll keep you posted as we lock things in.

— Thomas

Early Access Patch Notes - The Breach Hotfix #3

Hey everyone,

We’re back once again with yet another Hotfix! We’ve analyzed more and more of your data and made some more changes that should really help to tighten up your experience as you make your journey through Isola Sacra!

Apart from fixing bugs and some performance issues that were reported, there’s also bigger quality of life changes in here like allowing players to carry a much bigger stack size per item. We’ve also fine-tuned some of the level scaling in order to create a smoother leveling experience.

And we’re not done yet, we’re already hard at work on a bigger patch that will add more features to No Rest for the Wicked!

As always, we hope you’re having a great time exploring and fighting your way through Sacra - Here’s the full list of changes:

🛠️ Early Access Patch Notes - The Breach Hotfix 3

Hey everyone,

We’ve received some great feedback following our recent hotfixes, and we're glad to hear the experience is finally aligning with what we initially envisioned. We're constantly working to make things even better for you, so every bit of feedback truly matters.

That said, today’s update includes a few more improvements to help smooth out your gameplay!

⚔️ Performance:
  • Optimized IK Look and IK Hits
  • Optimized performance for The Shallows
  • Optimized Static rune so it no longer causes performance spikes


⚔️ Quality of Life Improvements:
  • Enemies no longer spawn in immediately after the Plague is cleansed in an area
  • Increased the drop rate of Repair Powders
  • Evasive Combo renamed to Pestilent Recoil
  • Charged Spells’ descriptions have been changed to emphasise that you should charge them for them to be fully effective


⚔️ UI:
  • Improved the Bounties Menu
  • Exiting Vendor Screens will now go back to the Selection Menu instead of exiting the vendor interaction


⚔️ Balance:
  • Rebalanced level scaling of areas after campaign completion:
    • Shallows, Mariner's Keep, Orban Glades will be Level 21
    • Nameless Pass, Black Trench will be level 23
    • Marin Woods and Lowland Meadows will be level 25
  • Increased the height you need to fall from to start taking fall damage
  • Increased Poise of Wands
  • All dodges now cost the same amount of stamina
  • Slightly reduced the damage value on “Homing Frost”


⚔️ Gear:
  • Quicker Input Queuing for the first attack on Hoar Frost Sickle
  • Fixed Gear not being able to be repaired when durability hits 0


⚔️ Loot:
  • Increased max inventory stacks from 20 to 99
  • Increased drop rate of gems
  • Slightly decreased drop rate and value of Fallen Embers
  • Gordon Tier2 now has Fruit Pie Recipe instead of Dracaena Dumpling Recipe
  • Rebalanced drop rates at dig spots


⚔️ Enemies and Bosses:
  • Slightly rebalanced Falstead Darak


⚔️ Bounties:
  • Increased available daily bounties from 3 to 4.


⚔️ Localization:
  • Improved translations for multiple items in various languages


⚔️ Bug Fixes:
  • Fixed crash and performance hit in Lowland Meadows
  • Fixed Water Channel Key in The Black Trench not spawning if player is stuck in the old bugged state
  • Fixed the door to the West Bridge of Mariner’s Keep closing by itself
  • Fixed Lara forgetting how to walk on the way to the elevator in Weeping Sisters
  • Fixed kickback on various 1H weapons
  • Fixed enemies being able to leap in from outside of the player’s camera
  • Fixed being able to get stuck in certain NPC dialogs
  • Fixed health bar not updating when Drain Health in Combat enchantment is equipped
  • Fixed buff icons not displaying remaining time
  • Fixed deformed model for Torn Colossus
  • Fixed elemental infusion gems being able to be exalted but not actually be treated as exalted, taking resources and preventing the item from being fully exalted.
  • Fixed character ledge climbing like they had one too many to drink
  • Fixed Masterworks background sticking to common items
  • Fixed Illuminate rune's light affecting cinematics
  • Fixed light leaking from Illuminate rune
  • Fixed petaled spear run attack sometimes missing its target
  • Fixed seaweed having a sharp cut off against rocks
  • Fixed face blurriness when moving sliders in the character creation
  • Fixed Halberds using the wrong roll animation
  • Fixed Danos Screen projects panel taking a hike after completing a project

Early Access Patch Notes - The Breach Hotfix 2

🛠️ Early Access Patch Notes - The Breach Hotfix 2

No Rest for the Wicked, indeed! After we landed Hotfix 1, we fixed another set of things we’ve seen that we wanted to quickly address.

This hotfix will solve a bunch of the most obvious issues that were left-over, such as invisible enemies spawning sometimes, addressing quite a bit of combat feedback, beds are now a dream to sleep in and so on and so on. Here’s the breakdown:

⚔️ UI:
  • Higher Level Enemies now have a skull icon above their health bar


⚔️ Balance:
  • Increased Poise Damage on Axes, Clubs, Hammers, Maces, Straight Swords and Wakizashis
  • Reduced health on bounty enemies
  • Resting in a bed now gives Rest Bonus immediately instead of after set duration, will also immediately heal players now
  • Removed armor penetration from enemies
  • Increased Lifesteal Coefficient from 0.2 to 0.3
  • Increased Health Regain Coefficient from 0.02 to 0.04
  • Increased values on all Health Regain Enchantments
  • Added ‘Offscreen Protection’ so that enemies don’t immediately attack from off-screen
  • Decreased costs for enchanting or infusing gear at Eleanor’s
  • Amethyst, Quartz, Ruby, Sapphire Gem Changes:
  • Now grants Elemental Infusion on Weapons and Bows
  • Increased values for all deal damage on block enchantments


⚔️ Enemies and Bosses:
  • Rebalanced Caretaker and Shade of Piety bosses
    • Improved gameplay around him teleporting around and more opportunities to fight back
    • Nerfed timings on attacks so we don’t annoy players with slower weapons too much 🙂


⚔️ Loot:
  • Increased loot drop rate on bosses
  • Increased loot drop rate on elite enemies
  • Increased loot drop on beasts
  • Increased chance of dropping 2 Wood from trees
  • Increased fishing drop rate


⚔️ Quests:
  • Caroline now offers Innkeepers Husband side quest immediately after entering Sacrament instead of after Inquisition Arrival cinematic


⚔️ Bug Fixes:
  • Fixed Water Channel key being unavailable
  • Fixed Lara not being able to continue the Weeping Sisters
  • Fixed invisible Balak Taws
  • Fixed Gordon key spawning after the quest is over
  • Fixed explosion on kill effect
  • Fixed sorting order on new categories in activity screen
  • Fixed wall lever pull timing in marin and mountain pass
  • Fixed timing on enemy knife antic
  • Fixed enemy not being visible due to lighting in Marin Woods
  • Fixed icon on Scorched Broadblade and Whetted Wedge
  • Polished Activities Log

Brutal soulslike ARPG No Rest for the Wicked buffs loot drops as reviews plummet

As Grinding Gear Games buffs its unforgiving loot drops in Path of Exile 2, fellow ARPG No Rest for the Wicked is getting similar treatment from developer Moon Studios. Several months in the making, new NRFTW update The Breach introduces more zones, weapon types, boss fights, and endgame systems to the soulslike spin on Diablo. However, it might have been a little too vicious - with the arrival of The Breach, the game's recent Steam reviews have fallen dramatically to just 43% positive. In an attempt to course correct, Moon Studios delivers a first major hotfix to make overcoming the hordes more manageable.


Read the rest of the story...


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Early Access Patch Notes - The Breach Hotfix 1

Hey everyone,

Since The Breach dropped, we’ve seen your feedback roll in, and we want you to know, we hear you. As Thomas mentioned in his recent post, not everything landed the way we hoped, and that’s on us.

While we truly believe this is one of our most ambitious updates yet, it’s clear there are areas we need to improve by a lot. Our team has already worked on a hotfix and quality-of-life adjustments that will address most (if not all) of your issues.

Thank you for sticking with us. We hope these fixes make your time with No Rest for the Wicked better. Please continue to share your feedback with our team. We are fully committed to delivering an amazing experience, and with your help, we will.


⚔️Performance:
  • Improved performance for the final cinematic and boss fight
  • Improved performance for Inquisition Arrival cinematic


⚔️ Quality of Life Improvements:
  • Increased the speed for backstab indicator appearing and disappearing
  • Moved the starter weapon shiny on The Shallows to be closer to the Mariner’s Keep entrance to avoid being missed


⚔️ UI:
  • Added disclaimer about Legacy saves to the Main Menu and Realm Screen
  • Updated Bounties and Challenges Screen
    • Added weekly/daily category label to activity screen under both bounties and challenges.
    • Added active/complete category label to quests in the activity screen.
    • Added weekly/daily labels to the bounty/challenge columns in Randolph’s menu to explain the difference.
    • Added red border on weekly bounty and challenge icons in Randolph’s menu to emphasize they are more difficult.
    • Added danger level label of the bounty’s target area to both Randolph’s menu and the activity screen.
    • Colored skull icon on bounty target health bar to yellow/red for daily/weekly respectively to indicate difficulty.


⚔️ Balance:
  • Rebalanced the Danger Levels for the Overworld before Tier3:
    • Post-Sacrament Orban Glades: Level 3
    • Early Nameless Pass: Level 8
    • Quarry Nameless Pass: Level 11
    • Black Trench: Level 15
  • Slightly increased XP from enemies and bosses
  • Removed XP cap on higher level enemy kills
  • Fixed Backstab detection angle bug
  • Buffed Parry window for enemy attacks
  • Buffed the i-frames for Medium roll
  • Increased value and duration for all conditional enchantments
  • Significantly reduced focus cost for firing arrows
  • Gear Upgrades now cost 1/3 as much
  • Repair now costs 1/3 less than before
  • Fixed Tutorial enemy health and damage being too high
  • Reduced focus cost on Illuminate Rune by 1/2
  • Reduced focus cost of Return Rune by 3/4


⚔️ Enemies and Bosses:
  • Polished Caretaker boss balance
  • Bonded Witch, Nith Screamer and Shackled Brute attacks can now be interrupted by any weapon


⚔️ Loot:
  • Weapon damage and Armor no longer initialize a value from an interval when spawned, instead will use a set value
  • Improved Gear Score system to increase the chance that a REALLY nice item drops for you every once in a while
  • Decreased drop rate of Plagued Gear
  • Increased drop rate of Herbs
  • Increased drop rate of Fallen Embers
  • Increased drop rate of Weapon Shards
  • Increased drop rates on Ore Veins
  • Increased loot chances on Brutal Couplet bounty bosses for the Savage Pair bounty
  • Added more tier1 food recipes
  • Added 2 more weapons to early game Filmore for more variety
  • Added more blueprints to Tier3 Filmore
  • Filmore now sells 5 ingots and 1 Weapon Shard a day
  • Whittacker now sells 5 planks a day
  • Cleric armor set is now craftable


⚔️ Bug Fixes:
  • Fixed Elemental Damage affixes not working on enemies
  • Fixed description of Blade Oil not displaying correctly in Quick Menu
  • Fixed rune extraction sometimes showing the wrong input key on Keyboard and Mouse.
  • Fixed lighting and skybox in the Inquisition Arrival cinematic
  • Fixed foliage trying to steal the show in the Inquisition Arrival cinematic
  • Fixed certain mesh trails that were flickering
  • Fixed Blight Hearts lighting that would stick after they die
  • Fixed player highlight showing the whole square sprite from torches
  • Fixed player unable to Exalt items with materials from house storage
  • Fixed The Great Beak having the wrong armor
  • Fixed player being able to pass through the gate for the temple in Marin Woods
  • Fixed root motion for the Riven Twins spin attack
  • Fixed Sacrament interior music audible in combat
  • Adjusted music spatial room borders to avoid gate ambience getting stuck
  • Fixed Alton spawning under the ground in Sacrament after campaign end
  • Fixed certain Blight tentacles not despawning
  • Fixed Lowland Meadows whisper near the plague bear arena not showing up on the map after it becomes available
  • Fixed spatial room for music at the Cerim Gate during Servant of God
  • Fixed spot where you can get stuck in collision in Orban Glades
  • Fixed goat in the boat on a moat shining like a deity (it wasn’t happy about that)