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No Rest for the Wicked News

Hotfix 1 - The Crucible

We've put out a hotfix to address the following issues:

  • Echo costs have been rebalanced to be more affordable
  • Echo heal set to 100%
  • Fixed being stuck in transitions at the start or end of cinematics for short duration
  • Fixed losing resources you take out of refineries if you have a full inventory
  • Fixed Seneschal missing graphics for builder projects
  • Fixed Seneschal showing rookery upgrade graphic and description when all his projects have been completed
  • Fixed time needed text not appearing on Danos' projects screen
  • Fixed target skulls being visible when the last remaining enemies are in the camera view
  • Addition localization improvements

No Rest For The Wicked's latest update expands its endgame roguelite mode with new enemies, buffs, arenas

Grimdark hack-and-slasher No Rest For The Wicked has received its first major update - or the first that isn't focused on bug fixes and performance improvements, anyway. It focuses on revamping the Crucible, the endgame's repeatable roguelite, adding more randomisation to arenas and a new system of player buffs.


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No Rest for the Wicked's combat gets more brutal, the Crucible gets a revamp and stray animals arrive in latest update

Today is a big day for No Rest for the Wicked, the action RPG from Moon Studios. The stunning fantasy game has been in Steam Early Access for a little over three months, and while updates were initially fast and furious, things have slowed down a fair bit.

That was intentional, as the developer shifted into a development stage where the focus has moved to working on bigger features, rather than addressing smaller (but important) issues as they arise following the launch.

This latest update is the first to arrive after this change in focus.

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Early Access Patch Notes - The Crucible

Our team has been super hard at work for the last 2 months and we are super stoked for you all to play this first Update for No Rest for the Wicked!

We have revamped the Cerim Crucible from the ground up which is now twice the size, has new art and music, features extensive randomization systems, 200+ Echoes and a full fledged Rogue Lite mode! We also added a new enemy faction known as The Gloam, the Seneschal vendor, ability to Exalt items, and so much more.

Please note the Spoken and Unspoken quest has been changed and progress reset. You will need to redo the start of the quest to gain access to the Crucible!

For the feature deep dive, check out our blog on The Crucible.

[h2]⚔️ Performance:[/h2]
  • Reduced CPU spikes occurring when loading new areas and content.
  • Reduced CPU spikes occurring when instantiating numerous visual effects and objects.
  • Reduced memory usage in various systems.
  • Improved our broad-phase culling pass, reducing CPU utilization.
  • Improved content loading sequencing to reduce cases of on-screen pop-in.
  • Improved particle simulation and rendering performance for various debris effects.
  • Improved mesh trail performance.
  • Improved cloth simulation performance.
  • Improved character animation system’s performance.
  • Improved CPU performance during cinematic sequences.
  • Reduced CPU overhead for physics simulation of clutter, debris and destructible objects.
  • Reduced CPU overhead for pre-placed corpses.
  • Reduced CPU overhead for animating objects’ visual properties.
  • Reduced CPU overhead for characters outside of the camera viewport.


[h2]⚔️ Quality of Life Improvements:[/h2]
  • All hairstyles are available on both body types


[h2]⚔️ Content Additions:[/h2]
  • Major Crucible Rework!

    • Added multiple new base Crucible Chambers
    • Each trial run now randomizes more than triple as many arenas, and includes more diverse art styles, new enemies, and more environmental challenges
    • New system - Echoes - to allow infinite customization for every Crucible run
    • Added new Spike Traps, Fire Projectiles and Levers
  • New enemy faction - The Gloam
  • The Seneschal vendor NPC hidden deep within the Crucible
  • Exalted gear which permanently increases stats and improves enchantments
  • New interactions and dialogue for the Watcher in “Spilled Blood”
  • Lots of new dialogue for Roan, who now provides tips and pointers to guide players toward quests
  • “Spoken and Unspoken” quest re-structured, allowing the Crucible to be opened much sooner, and including new scenes and dialogue for Elsa and Roan.
  • Added new hairstyles for both body types
  • Players can now pet stray cats and dogs around Sacrament!


[h2]⚔️ Balance:[/h2]
  • Rebalanced Health and Damage curve for Enemies


[h2]⚔️ Weapons:[/h2]
  • Updated names and descriptions for some Armor/Quest items
  • Updated descriptions for Runes
  • Added more enchantments for Bows


[h2]⚔️ Enemies and Bosses:[/h2]
  • Polished animations and timings for several enemies
  • Added new Armor variation to the Risen Ironhand
  • Updated enemies behavior - now some of them can use jumps for navigation
  • Updated Attack, Dodge and Taunt animations for Light Plagued Enemies
  • Improved randomization on enemy armor sets
  • Improved hit reactions on Siren Enemies
  • Updated High level behavior
    • Enemies can now use special moves more often
  • Rebalanced stats of both phases of the Echo Knight boss
  • Nerfed Health of both phases of the Falstead Darak boss fight in The Black Trench


[h2]⚔️ Areas: [/h2]
  • Improved collision, faders and set dressing in Sacrament, The Black Trench, Nameless Pass and Cerim Crucible
  • Added new trapdoor interactable
  • Updated foliage in various locations
  • Lighting improvements across many locations as well as housing interiors and vendor shops
  • Added interactive inscriptions for Dasha statues in Sacrament and Orban Glades
  • Added Mini Arena underneath Prison in Nameless Pass
  • War room rooftop door can now be entered before Servant of God quest is finished
  • Replaced more static barrels with destructible ones in Sacrament


[h2]⚔️ Quality of Life:[/h2]
  • Improved interaction priorities between ladders and pick ups so they can both be used in the same location


[h2]⚔️ Settings:[/h2]
  • Added Mute Audio on Focus Loss setting


[h2]⚔️ Input:[/h2]
  • Improved input responsiveness / performance (removed rewired)
  • Improved logic for actions that can share buttons with others:

    • Interact / run / rune toggles can share a button with more other actions that don't conflict
    • Prevented overlapping several cases of actions that behave poorly together (eg: interact / eat food)
  • Added support for Numpad input
  • Added movement axis mappings on Mouse buttons
  • Added optional "toggle walk/run" input to all schemes to allow running without holding a button
  • Stopped processing input while the steam overlay is active
  • Added input priority when performing rune attacks and when near interactables
  • Fixed cases of the UI referencing default mappings and/or keyboard mappings when on gamepad (or vice versa)
    • Prevented quicksteps/rolls from occurring between consecutive bow rune attacks
    • Fixed "reset to default" resetting your keyboard/gamepad mappings while editing the other device


[h2]⚔️ Cinematics:[/h2]
  • Animation and Lighting updates to Opening Scene, Risen Attack, Ship Ending, Ellsworth Speech, Seline at Mountain Gate, Winnick and Rattigan Sewers Ending, and Inquisition Arrival cinematics
  • Added spinning animations to the ship’s steering wheel during Risen Attack cinematic


[h2]⚔️ Audio:[/h2]
  • Added New VO lines for several flavor and quest NPCs
  • Added Foley Mix overhaul for a number of Player and Humanoid Enemy movements, such as ledge Clambers
  • Added consistent enemy voice and weapon/shield hit reactions
  • Updated Bow SFX
  • Unique vocalizations, movement and Combat SFX for Fungal Humanoids
  • Updated audio for a number of potions, like Stamina and Experience
  • Updated weapon SFX for unarmed, blunt and slashing fist combat
  • Reworked combat and UI sounds for charge attacks, specials, enemy-death, blood splashes,
  • Updated cinematic mixes for the Ship Prologue, Cerim Chamber Statue and Inquisition Arrival Cinematics
  • Added custom vocalizations for enemies or the player falling to their death
  • Updated spatial audio zones for a number of areas
  • Added bespoke wolf-den ambience audio
  • Audio Tech:

    • Integrated additional sounds for UI that was missing audio, like the community chest, readables, and contributions for bounties/challenges
    • Optimized walk/jog/run animation tagging to use resources more reliably
    • Other miscellaneous optimizations to reduce resource usages


[h2]⚔️ VFX:[/h2]
  • Improvements to the Mist in the Crucible Atrium and Arenas
  • Improvement for the timing on the Crucible Blood Offering vignette VFX
  • Added Spark VFX whenever enemy gets interrupted to give better player feedback
  • VFX Improvements for Statue Reveal in the Crucible Atrium
  • Improved the Fog VFX in the Ship Tutorial


[h2]⚔️ Localization:[/h2]
  • Improved UI to better support translations for realm and settings pop-ups
  • Added localization to Rune and Enchantment descriptions


[h2]⚔️ Bug Fixes:[/h2]
  • Fixed Twitch Authentication not working correctly for drops
  • Fixed area discovery notifications showing outside of the area they are expected
  • Fixed Lord of the Muck weapon description saying to craft at the Anvil instead of the Workbench
  • Fixed spot where you can climb up on a wall and skip part of the level on Nameless Pass
  • Fixed a chest trying to hide in a wall in Nameless Pass
  • Fixed certain vendor map markers not showing on the map until after the Inquisition Arrival cinematic
  • Fixed enemy positions and patrol paths in Mariner’s Keep
  • Fixed climbable pillar that allowed players to go out of bounds in Sacrament
  • Fixed Finley's sign not being interactable
  • Fixed being able to climb on pipes nearby the junctions bits in The Black Trench
  • Extended an invisible collider so players wouldn't clip behind a lever in The Black Trench
  • Fixed falling out of world between the 2 buildings when Gordon's kitchen was upgraded to level 2
  • Fixed a large hole halfway up the mountain in Nameless Pass that was hidden under a bush and dropped players to their death
  • Fixed Western Quarry wall allowing players to reach an unfinished area within Nameless Pass
  • Fixed being able to skip a section in Nameless Pass by jumping across the bridge north of Nameless Pass entrance
  • Fixed enemies being unable to get behind the fire pit in Orban Glades cave
  • Fixed missing collision on hay stacks in Sacrament
  • Reduced whisper strand follow distance so it doesn’t distract from NPC encounters
  • Fixed localization for Realms Loading Flash Screen
  • Fixed localization for Russian Translations on recipes and rebinding screens
  • Fixed rebinding ‘Interact’ being able to be set to an already occupied key
  • Fixed Map Marker pointing to the wrong direction for Riven Twins Bounty
  • Fixed clipping with Odessa and Ships Railing during Ship Tutorials Cinematic
  • Fixed dead NPC placement during Ship Tutorials Cinematic
  • Fixed clothing clipping through NPC in Inquisition Arrival Cinematic
  • Fixed using RShift for Rebinding not being saved properly
  • Fixes for Fader on a Staircase that was in the way of players view in the Crucible
  • Fixed a bugged Sidling Ledge in the Nameless Pass
  • Fixed Gordon NPC Eavesdrops not working correctly
  • Fixed T-Posing Enemies when killed outside of player view
  • Fixed for buildup chances on Frozen Enemies
  • Removed chest spawn that was located in front of a ladder, interfering with its interaction
  • Fixed similar bounties rolling at the same time
  • Fixed unlocalized NPC Names
  • Fixed incorrect Activities, Interaction Hints and Readable Lore Localizations
  • Fix for character facing the wrong direction when speaking to NPC in Nameless Pass
  • Fixed 2D UI displaying in the 3D world space
  • Fixed Collision on Malec’s cage so player can no longer get stuck
  • Updated Gamepad HUD Icons for remapped Food, Quick Items, Mainhand and Offhand
  • Fixed Walk to Cursor and Rune Attack Button Icons displaying default Button Icons
  • Fixed missing Health Bar for The Wallow boss from the Abomination Bounty
  • Fixed enemy not tracking the player, while running behind it in specific Crucible location
  • Nith Leviathan has learned how to drown (animation fixed)
  • Fixed chance of Risen Kindler throwing Bomb in opposite direction of player
  • Improved ability to climb certain walls in the Crucible
  • Fixed confirmation module in remapping screen not reselecting module on controls list when closed
  • Fixed F key binding causing character to fall off of ladders no matter what action it was bound to
  • Fixed Siren getting stuck on environment in the Crucible
  • Fixed unreachable and floating chests in the Crucible
  • Fixed an unintended climbable edge in Nameless Pass
  • Fixed interaction with Finley's sign in sacrament
  • Fixed Player clipping through Vines at Crucible location
  • Fixed Player jittering when jumping onto climbable wall in the Crucible
  • Fixed low damage on Spike Traps in the Crucible
  • Fixed male hairstyles that could clip with the player’s forehead
  • Fixed for hard to interact with chest in the Orban Glades
  • Fixed for Side Button key remaps not displaying on all scheme descriptions and tutorial prompts
  • Fixed Loot Orb appearing in the air in Crucible
  • Fixed Camera Zone in the Crucible so the player can better see climbable area and lever
  • Fixed stretching mesh on the male body type neck
  • Fixed darkening on bonfires in Sacrament during certain times of the day
  • Decreased the Run Attack Damage on the Torn Grubhost enemy
  • Fixed a hole in wall in Crucible where players could see out of world
  • Fixed a gap in geometry in Crucible allowing players to fall out of the level
  • Fixed misaligned collision in a pond in the Crucible
  • Fixed collision on Pillars in Crucible allowing players to clip into them
  • Fixed double fade out effect at the end of the Church Cinematic
  • Fixed Base Attack Speed Increase percentage not working correctly
  • Fixed unintended enemies spawning in the Crucible
  • Fixed Shift + Num making Character Walk/Dodge instead of Run
  • Fixed the respawn position for the Crucible Chamber
  • Fixed Camera which would often zoom out to show non-aggroed enemy in the Crucible
  • Fixed an instance where the player could have enough XP but would not level up
  • Allowing Map/Gestures and Runes to Rebound to the same buttons (Gamepad)
  • Fixed the possibility of remapping Interact to an occupied key
  • Fixed Elemental Damage Descriptions
  • Fixed Thorsten NPC’s VO cutting off too early
  • Fixed Mouse and WASD descriptions displaying LMB instead of WASD
  • Fixed a crash related to upscaling when setting was “DLSS” but was not available (AMD GPU)
  • Fixed Flame Become Us Blueprint not working on Anvils
  • Gnarled Saw weapon can now break destructible objects
  • Fixed NPC rotating back to their original position after interaction with the player
  • Fixed Russian text width on realms select screen
  • Improved lighting around statues in Atrium where it was too dark
  • Fixed Sword Special not dealing damage at the right moment during second impact when enemy is staggered
  • Removed colliders from spikes in Nameless pass so enemies will properly die and not just get stuck when being pushed into them
  • Fixed collision to unintended area in Nameless Pass
  • Fixed enemies being pushed onto uneven collision above Whisper at beginning of Nameless Pass
  • Fixed gap in geometry between Gordon’s pantry and the one next to it, allowing players to get stuck
  • Fixed crash related to Leap Attacks
  • Fixed for Death Screen translations
  • Fixed Player being able to climb wall and jump out of world in house
  • Fixed collision on Nameless Pass Bridge allowing players to skip Camp Area
  • Fixed Player being able to climb wall to reach Lever early in Drainage Cellars Room, in the Black Trench
  • Fixed a bug blocking the player after lowering water levels, blocking access to lever, in the Black Trench
  • Fixed collision in the Black Trench allow players to go out of world
  • Fixed dark area in water in the Black Trench
  • Fixed Player clipping through wall avoiding the Piston Elevator in the Black Trench
  • Removed non interactable Barrel from Ship’s Interior
  • Fixed a bug where the player could fall into unintended area in the Potion Seller Cave
  • Fixing collision on Rocks in Water near the Shallows allowing players to clip into geometry
  • Fixed chest that was sunken into ground terrain in Nameless Pass
  • Improved collision on sides of cliffs in Orban Glades
  • Fixed player clipping inside crate when climbing a ladder in Nameless Pass
  • Fixed Torn Rat clipping through floor of Crucible preventing player from clearing the level
  • Moved around some rocks in Nameless pass to avoid enemies falling onto them
  • Fixed chest spawning partially into wall in the Nameless Pass
  • Fixed collision on Crane in Nameless Pass allowing player an easier time to jump back onto it
  • Improved colliders on the Orban Glades elevator
  • Fixed an invisible collider in the Shallows
  • Fixed dialogue prompts after rebinding the skip button
  • Fixed misaligned helmet for the Captain’s Helm on the model of the characters head
  • Fixed a Kill Volume placement in Lower Glades
  • Adjusted surface of rocks, preventing player from falling to their death easily in Orban Glades
  • Fixed invisible collision in Western Bonfire Tower in Orband Glades
  • Fixed enemy spawn so they are not immediately facing wall at the top of the Orban Glades
  • Moved rocks in Orban Glades where the player was able to hide from enemies
  • Fixed location where legs would clip through a wall when the player is sildling in Sacrament
  • Player can no longer clip into bale of hay in Sacrament
  • Fixed an invisible climbable area in Sacrament
  • Fixed enemy getting stuck on a tree when pushed off a ledge in Crucible
  • Adjusted NPC placement on the main decks of the ship so they are no longer floating in the air
  • Fixed NPC Giles leaning against air in Sacrament
  • Fixed NPC Fiora levitating a little above the bench in Sacrament
  • Fixed a bug where the player was unable to sort their inventory in Eleanors Vendor Infuse menu
  • Fixed the player being able to push rats
  • Fixed “Reset to Default” affecting all schemes rather than the currently selected one
  • Fixed water splashes appearing overly gray in color
  • Fixed weapon VFX staying present after player is killed during attack animation
  • Fixed collision in the Black Trench where the player could appear floating in the air
  • Fixed location where the player was able to Dash into geometry in Mariners Keep
  • Fixed collision at Gordons unbuilt kitchen to prevent players from clipping through floor
  • Fixed collision on rocks next to Rookery Elevator in Sacrament
  • Added player access to unintentionally locked room near War Room in Sacrament
  • Fixed interaction radius on Finley's Shop Sign so player can interact easier
  • Changed Sacrament bounds to prevent part of Orban Glades counting as Sacrament in UI
  • Fixed collision on Shelf of Barrels and Crates near the Training Dummies in Sacrament
  • Preventing the player from clipping into tower in Sacrament near Karina NPC
  • Fixed collider where the player was able to get stuck in the air and see out of world in Sacrament
  • Improved Camera shake during Echo Knight Fight
  • Fixed missing Quest Marker during the “of Rats and Raiders” Questline
  • Fixed collision behind Mira and Meri’s town shop, where the player could get stuck in wooden planks
  • Added collision to a rock in Sacrament that previously did not have any
  • Fixed collision on fountain basin in Sacrament allowing the player to climb it
  • Preventing the player from stumbling when running up the stairs at the Rookery in Sacrament
  • Fixed for when changes could not be saved to rebinding configurations in certain scenarios
  • Updated resolution on Steam Deck button Icons
  • Fixed texture on Gnarled Staff
  • Fixed allowing missing attributes tutorial prompt to remain visible after closing inventory
  • Improved camera shake during tree cutting to match collision time better
  • Fixed response time for double tapping when consume food/items is remapped to “B”
  • Fixed Prince of Lies Armor set on female and male characters
  • Improved food sorting to show foods with highest heal values on the left
  • Fixed spot where the player could get stuck inside barrels outside of Darak’s Boss Arena
  • Fixed where the player could fall out of world through a gap in wall in Caroline’s Inn
  • Fixed Fire Spitter VFX in Crucible, preventing unwanted artifacts
  • Fixed an issue where armor body collars and glove trims were hidden
  • Fixed Druid’s Roots armor piece clipping into female body
  • Fixed for multiple armor sets on Female and Male Characters
  • Fixed Keyboard controls on the resources contribution panels
  • Fixed a bug with randomized challenges where abandoning them and re-accepting with reroll random elements of the challenge
  • Fixed doubling footstep audio
  • Fixed faders in water area at lower Sacrament, where the player was being hidden behind walls
  • Fixed floating wave attack VFX for Bonded Witch enemy
  • Fixed bug where enemy would stop attacking the player when they stand on railing in Orban Glades
  • Fixed Tree clipping through the Tailor Sisters roof in Sacrament
  • Fixed typos in Bounties and Armor items (line breaks)
  • Fixed Fire Pit Inventory Tab to display Food rather than Resources right away
  • Fixed unreachable chests in Nameless Pass under bridge
  • Fixed Danos Vendor UI in different translations
  • Fixed Ore Vein blocking ladder in Nameless Pass
  • Fixed localization for Gestures screen
  • Fixed unlocalized ‘Loading Realm’ in different languages
  • Fixed ‘Learned Recipe’ not having correct Russian translation in the Inventory Menu
  • Fixed ‘Gestures’ and ‘Map’ not having correct Russian translation in Rebinding Menu
  • Fixed collider on a sidling ledge in Nameless Pass
  • Fixed Gordon’s voice line being cut off too early
  • Fixed pressing Y on modules screen in rebinding menu refocusing selector on controls list
  • Fixed for rebinding off ‘Offhand Use’ to Keybutton 1,C,X or LT breaking switching tabs and discarding items
  • Fixed collison on Vines in Nameless Pass where player was able to clip through
  • Fixed for Sailor armor sets
  • Fixed Laura and Reed affecting performance
  • Fixed player being able to rebind Rune controls to already binded key buttons
  • Fixed quest completion UI displaying incorrect remapped key icons
  • Fixed Risen Leader and Cerim Tatters armor sets rigging
  • Fixed uncaged Monstrosity bounty not accepting kills correctly
  • Fixed player dodging when trying to use Bow’s Rune assigned to the same button
  • Fixed unintended rolling when tapping Rune A too fast
  • Fixed collision on Ship so the player is no longer able to jump on Steering Wheel
  • Fixed special key buttons bound to ‘Run’ being ignored, with characters instead running to mouse cursor
  • Fixed Plague Doctor Helmet where the players neck was becoming invisible when wearing it
  • Fixed colliders/wind on various armor sets on female model
  • Improved the piece count on Destructible Barrels to improve performance
  • Fixed some UI Objects being enabled and disabled in the same frame causing performance issues
  • Updated masks on Plague Doctor and Captain Randolph armor sets
  • Fixed statuses not being removed after duration expires and multiple of the same status being applied to the player
  • Fixed the Localization on “Not enough space in your gear inventory”
  • Fixed a bug related to stat comparison where stat is highlighted as a 0 change when it should not be highlighted if stats are equal
  • Fixed collision on Lodgings staircase where player could spam dodge until they were out of bounds
  • Sped up the windup animation for the Boar’s charge attack
  • Fixed navigation for Enemy pathing on a ramp in Nameless Pass, allowing enemies to successfully follow the player to the bottom
  • Fixed a bug where a Challenge wasn’t updating when looting some Medium and Small dynamically spawned chests
  • Fixed Wolf’s landing animation so they will always land on floor and not the air
  • Fixed the Charge fire bow attack where arrow was misaligned before firing
  • Fixed Wolves dragging the player with long attacks
  • Fixed Stove interaction UI displaying through different floor levels in housing
  • Fixed NumPad keys being displayed as symbols in schemes descriptions
  • Fixed the attack range on the Risen Bulwark so it better matches the weapons model
  • Fixed Localization on Turning Wheel interaction prompts
  • Fixed an issue where enemies would T-Pose after drowning when player is far away and returns
  • Fixed death reaction when frozen for different enemy types
  • Fixed “Eat” action in HD still showing default button when “Food” is remapped
  • Fixed floating debris taking a long time to disappear after breaking wooden doors
  • Improved the Refineries display number to avoid confusion of remaining space available
  • Fixed attributes on stats screen being cut off in Russian Language
  • Fixed localization of consumable items in Russian Language
  • Fixed localization of Bounties
  • Fixed missing Localization for settings
  • Fixed % symbol display for systems set to French language
  • Fixed issue for German and Japanese where NPC names overlapped wit UI



[h2]⚔️ Known Issues:[/h2]
We are aware of some larger issues in this build that we are already working on and will have a hotfix out as soon as possible.

  • Being stuck in transitions at the start or end of cinematics for short duration (Fixed in hotfix build 14684)
  • Losing resources you take out of refineries if you have a full inventory (Fixed in hotfix build 14684)
  • Seneschal missing graphics for builder projects (Fixed in hotfix build 14684)
  • Sacrament intro cinematic characters loading in before the cinematics starts then resetting

The Crucible | Community Update


Greetings Cerim, we appreciate your patience as it’s been a while since our last official communication. We’ve been heads down on Wicked, but that means we’re even more excited today to talk to you about development so far and what’s new with our first content update!

When we released Wicked into Early Access, the entire team prioritized bug fixing and other hotfixes for the first month; standard stuff for newly released games. Taking stock of how that first month of hotfixes and patches went, we feel we accomplished quite a bit — Controller Remapping, DLSS/FSR Upscaling, 32:9 support, improvements to game systems like Durability and Inventory, localization fixes/improvements and much more. Since that initial rapid-fire deployment, we’ve been entering a new phase of development internally.

So in that time, we felt it was the right time to switch from focusing on important, but smaller-scale updates to a style of development where we focus on larger, more game-changing content updates.

This has manifested itself in our first content update for Wicked called “The Crucible.”


[previewyoutube][/previewyoutube]
The Crucible update features a revamped and expanded Cerim Crucible, a new enemy faction known as The Gloam, a new vendor NPC, a new upgrade system, and much more.

So, let's jump in!
[hr][/hr]
All New Cerim Crucible

At the start of our Early Access, the Cerim Crucible was just a glimmer of what we envisioned for it in the long run. Just one of our visions for the Crucible is one that condenses the core gameplay experience of No Rest for the Wicked into a repeatable roguelite dungeon - but with a Moon Studios twist, of course!

So with this update, we’ve more than tripled the number of randomized chambers within the Crucible, introduced a whole new art theme, added a brand new vendor, and introduced an entirely new gameplay system called Echoes.

One of the biggest features that we always envisioned for the Cerim Crucible but weren’t able to ship at launch is this Echoes. Echoes allow you to customize every run with a huge variety of buffs and effects, creating a staggering amount of possibilities as it allows you to create a build on top of your build. Thanks to Echoes and the randomization of them, no two runs in the Crucible will ever be alike.



All enemies inside the Crucible now drop glowing orbs called Traces, which can be used to activate Echoes at any time. The more enemies you kill, the more you can bolster your run with unique effects and conditions.

[h2]New Cerim Crucible Vendor | The Seneschal[/h2]
The Crucible is a dark and dangerous place - but deep underground, there is someone who can help us. An ancient being, called The Seneschal.



What we mean to it, and who it once was, is a mystery. But it feeds on Gloamseed, which gets dropped throughout the Crucible. The more we progress through the Crucible, the more Gloamseed we can feed to the Seneschal - who will do things for us like sell Fallen Embers, refined resources, Exalt our weapons, and unlock new features within the Crucible in the future.

[h2]New Enemy Faction | The Gloam[/h2]
The Gloam are a brand new group of enemies that can be found inside the Crucible - and in later Updates they will also appear in the overworld as well.

The Gloam are lost souls who became infected by the Pestilence within the deep, dank caves throughout Sacra. Some got lost, trapped underground, or buried alive – but all of them ended up glowing with a kind of corrupt bioluminescence, similar to the algae and fungi that bloom within those same caves.



We're excited for you to discover the behaviors of this new unique enemy faction!

In addition, the Cerim Crucible now opens much sooner in your adventure; it can be entered by activating the “Spoken & Unspoken” quest with Elsa, as soon as the player has arrived in Sacrament and completed the first campaign quest.

Because of this, some of you may find that your quest progression for “Spoken & Unspoken” has reset with this Update - never fear, this is intentional! We want everyone to be able to experience the new flow of the Crucible organically, including important tutorials; and the easiest way to do this was to start the quest over from the beginning. But don’t worry; your gear, character, and other quest progression should all remain unchanged.

Even with all of this new content, we’re still not finished with the Cerim Crucible! In subsequent updates, we plan to make new statues available to unlock in the Atrium, which will lead to more unique challenges, and even some brand new bosses. We’re actively working on this additional content even as we release this first Crucible update.

New Features and Content


[h2]Exalted Gear[/h2]

Outside the dark adventures of the Crucible, we added several new features and content to the Isle of Sacra.

The Seneschal allows Cerim to boost their items in an entirely new way - by upgrading them to the status of Exalted. This is a permanent change that raises stats and improves Enchantments.

Therefore, Cerim who challenge themselves in the trials of the Crucible will earn the chance to gain these rewards that can carry over into the rest of the game - making their items more powerful than ever before.

[h2]Extended Regions[/h2]

Although most of this Update is focused on the Cerim Crucible, there were a few places where we just couldn’t help ourselves. So we’ve also extended some regions of the overworld, like the Black Trench and the Nameless Pass, so there’s even more secrets and surprises for players to seek out and explore in those areas.

[h2]New Combat Enhancements | Freeze & Shatter, Rip & Tear[/h2]

Combat has also been enhanced with punchier kill effects. Watch enemies explode from fireballs, shatter from an attack after being frozen in ice and smashed to pieces with heavy weapons!

[h2]Stray Animals[/h2]

We’ve also added stray animals. You can pet them when the opportunity arises! It makes us happy and we think you will like it too!

Major Performance Updates

There’s even more improvements that we just don’t have time to get into! So here’s a small lightning round of what to expect:
  • CPU performance improvements
  • Smoother area transitions
  • Cinematics polish
  • Memory optimization
  • Hundreds of fixes and improvements!


[h2]Steam Deck Verification[/h2]

Last, but certainly not least…No Rest for the Wicked is now Steam Deck Verified!

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More To Come!


As always, our team is hard at work on awesome new content and features. We’re eager to share more details on our Early Access Road Map soon so stay tuned for that!

We can't wait to hear back from you. We are always listening and working meticulously on shaping Wicked to be the best it can be.

– Moon Studios