1. No Rest for the Wicked
  2. News

No Rest for the Wicked News

No Rest for the Wicked dev's CEO boldly compares it to Lord of the Rings, as he lays out why we won't see Ori 3 for a long time


Moon Studios CEO Thomas Mahler has made the always wise decision to frame No Rest for the Wicked as their own Lord of the Rings.


The latest game from Ori and the Blind Forest developer Moon Studios, No Rest for the Wicked, launched into early access this week, with our Sherif saying it's made a killer first impression, even if he's worried about all the crafting and survival guff. While the game's 1.0 is likely still a while away, Mahler has made it clear that once it does come out that there will be lots more to come after it. Writing on Twitter, the CEO wrote, "Judging by the questions I'm getting, it looks like some people think that we'll release 1.0 and then we're done? Folks, we're nowhere near done with No Rest for the Wicked. There is so much that we've already built that none of you even know about and we want to deliver this in a masterful way!"


Mahler described the early access phase as "just the beginning for us" and that the studio already has plans for what comes after 1.0. "No Rest for the Wicked is like our Lord of the Rings. And to further use this analogy, what we've done so far is akin to doing a 'test screening' of the first bits. 1.0 will be our 'Fellowship of the Ring'. And as you all know, there's lots to come after that. So to be clear: We'll be working on No Rest for the Wicked for another 5-10 years. This is our Magnum Opus. We always had lofty ambitions and we said we're going to contribute in a huge way to the ARPG genre - and that is our intention."

Read more

No Rest for the Wicked dev's CEO boldly compares it to Lord of the Rings, as he lays out why we won't see Ori 3 for a long time


Moon Studios CEO Thomas Mahler has made the always wise decision to frame No Rest for the Wicked as their own Lord of the Rings.


The latest game from Ori and the Blind Forest developer Moon Studios, No Rest for the Wicked, launched into early access this week, with our Sherif saying it's made a killer first impression, even if he's worried about all the crafting and survival guff. While the game's 1.0 is likely still a while away, Mahler has made it clear that once it does come out that there will be lots more to come after it. Writing on Twitter, the CEO wrote, "Judging by the questions I'm getting, it looks like some people think that we'll release 1.0 and then we're done? Folks, we're nowhere near done with No Rest for the Wicked. There is so much that we've already built that none of you even know about and we want to deliver this in a masterful way!"


Mahler described the early access phase as "just the beginning for us" and that the studio already has plans for what comes after 1.0. "No Rest for the Wicked is like our Lord of the Rings. And to further use this analogy, what we've done so far is akin to doing a 'test screening' of the first bits. 1.0 will be our 'Fellowship of the Ring'. And as you all know, there's lots to come after that. So to be clear: We'll be working on No Rest for the Wicked for another 5-10 years. This is our Magnum Opus. We always had lofty ambitions and we said we're going to contribute in a huge way to the ARPG genre - and that is our intention."

Read more

🛠️ Patch Notes - Early Access Hotfix 6

We wanted to drop one more hotfix with important updates, new torch items, as well as additional performance and visual improvements to make sure all of you have a great time with the game this weekend! We also fixed the rings!

Not to beat a dead Echo Knight Horse but please continue sharing issues or feedback you have with us!


⚔️ Art:
  • Improved rim light rendering in the shadows to improve game readability in dark areas. This should help with the “game is too dark” feedback we were getting in some cases.
  • Adjusted rim lighting looks even nicer and allows characters to feel more integrated into the environments!

⚔️ Performance:
  • Reduced unnecessary memory allocations for general rendering, fog, and other game systems
  • Optimized shadow rendering for all Visual Effects

⚔️ Quests:
  • Changed Potion Seller quest reward from a Medium XP Potion to a Small XP Potion.

⚔️ Loot:
  • Increased drop rate of gems

⚔️ Content Additions::
  • Added new Torch offhand for purchase at Whittacker’s shop and crafting at the Workbench
    • Torches can be used for more light in dark areas

⚔️ Balance:
  • Replaced Risen enemies on Prologue ship with special instances so they won’t be affected by global balance changes
  • Nerfed health on Risen enemies (except Risen Great Axe Raider) on Prologue ship by 40%
  • Rebalancing Cerim Crucible by nerfing enemies in the most deadly room and buffing enemies in weaker rooms
  • Increased timing of lowering platforms in Cerim Crucible so its more challenging and requires player to wait around less
  • Rebalanced Plague Ring
    • Increased Gain Health effect to 1-3%
    • Decreased Lose Focus effect to -7-10%
  • Rebalanced Snake Ring
    • Decreased damage dealt to player to 5%
    • Changed damage type dealt to player and enemy to Physical Damage instead of Plague Damage

⚔️ Enemies and Bosses:
  • Improved Risen Bruiser locomotion animations

⚔️ Areas:
  • Improved collision, faders and texture in Mariner’s Keep
  • Improved set dressing, collision and faders in Nameless Pass
  • Improved faders in Sacrament
  • Improved set dressing, collision and faders in Cerim Crucible

⚔️ Loot:
  • Increased drop rate of gems

⚔️ Audio:
  • Improved Falstead Darak intro audio timing

⚔️ Localization:
  • Added and updated localized text in many places across multiple languages
  • Added localization support for the attribute insights tooltips, new Quit menu and depositing stacks UI

⚔️ Bug Fixes:
  • Fixed Crash on the Main Menu
  • Fixed some transparency rendering artifacts
  • Fixed Plagued Mutant Soldier bounty boss going invisible
  • Fixed Fog of War not creeping back while the game is closed
  • Fixed error spam on the Refinery
  • Fixed Fierce Ring not dealing extra damage
  • Fixed interior backgrounds no longer being black
  • Fixed Bows not having full durability when being purchased at Whittacker's Shop
  • Fixed spot in Black Trench where you can go out of world
  • Fixed spot in Prologue ship interior where you can sidle and get stuck
  • Fixed spot in Echo Knight arena that resets the fight
  • Fixed shadow flickering at Campfire in Black Trench
  • Fixed spot with texture flickering in Black Trench
  • Fixed Chest inside a Chest appear in Orban Glades
  • Fixed UI layout so that coins are evenly spaced


To give feedback and report bugs, please head on over to our No Rest for the Wicked forum!