No Rest for the Wicked – TrueScore Gaming Review
🔥 Verdict: 🎯 Worth Waiting for a Sale
📅 Review Date: May 10, 2025
🕒 Playtime Before Review: 50 Hours
🎮 Platform: PC (Steam)
💰 Price: $39.99 (Early Access)

🧠 Overview
No Rest for the Wicked is a bold blend of Soulslike combat and ARPG progression wrapped in a visually striking painterly world. Developed by Moon Studios, this Early Access title attempts to carve its own space in a crowded genre by emphasizing environmental storytelling, punishing melee combat, and a deeply layered progression system. While it shows flashes of brilliance, several frustrating design decisions and a grind-heavy endgame hold it back from fulfilling its promise—at least for now.
🎮 Gameplay Mechanics
The core gameplay loop revolves around tight, weighty melee combat and methodical exploration through interconnected zones with smart shortcut design. Movement and attacks feel deliberate, but the inability to rotate the camera often results in spatial misreads and offscreen threats. That said, it mostly works for the game’s artistic direction and becomes less noticeable over time.
Enemies scale with your level, maintaining challenge throughout but sometimes resulting in a feeling of artificial difficulty. Leveling provides attribute points, but gear is stat-locked—limiting experimentation and pigeonholing builds early on.
The unique Plague Ichor system allows limited enhancements like alternate loadouts and additional ring slots, which are genuinely useful. But others, like inventory expansion, feel like solutions to intentionally created problems. Thankfully, recent updates increased stack sizes from 20 to 99, greatly easing inventory management. Combat also received polish during the Breach patch cycle and feels snappier and more responsive.
The game flirts with innovation—especially in how it tries to merge Soulslike intensity with ARPG systems—but still stumbles with clunky UI, vague respec mechanics, and an unclear stat-to-gear ecosystem.
📖 Story & Narrative
The narrative sets a grim, rotting kingdom as your backdrop, where a corrupt plague spreads through both land and leadership. The setup is compelling in tone, but story beats and character development are minimal. Most of the storytelling is environmental—a strength in world-building but a weakness in character and plot.
There are no meaningful choices or branching outcomes. It’s a linear story delivered through light dialogue and cutscenes that feel more functional than emotionally gripping.
🎨 Graphics & Art Style
This is where No Rest for the Wicked shines. The painterly art style is not just gorgeous—it’s distinctive. Every location feels handcrafted, with dense, layered detail that evokes a corrupted fairytale landscape.
While the fixed camera limits perspective, it complements the game’s visual identity. The UI and inventory visuals lag behind the polish of the world. Minor visual bugs (like clipping and lighting inconsistencies) do pop up, but they’re rare and don’t detract much from the experience.
🎵 Sound & Music
The audio landscape supports the atmosphere well, with ambient sound design that enhances immersion. Combat effects are satisfying and grounded. However, the music—while fitting—is not particularly memorable. No standout tracks stick with you after logging off. Voice acting is competent but forgettable.
⚙️ Technical Performance
Performance is mostly smooth, with occasional stuttering during intense visual effects. There were no crashes or game-breaking bugs during testing. Load times are acceptable, and combat responsiveness improved post-patch.
While technically stable, the UI lacks clarity, especially when deciphering gear stats and how they interact with builds. Accessibility features are limited, and respec options—though present—are poorly explained.
🔄 Replayability & Endgame
Replayability is limited for now. The Breach endgame mode reuses existing zones with modifiers but lacks meaningful variation or compelling loot progression. It feels more like filler than a true endgame loop.
The developers were quick to patch post-Breach issues, improving quality-of-life features like loot clarity, inventory stack sizes, and balance adjustments. Their responsiveness is a positive sign, even if the replay loop isn’t where it needs to be yet.
No Rest for the Wicked might be better served doubling down on story, world design, and structured progression over chasing an endgame grind. The bones of something special are here.
💰 Value for Money
At $39.99 in Early Access, the game is asking a fair price—but you should know what you’re getting. It’s not exploitative, and there are no microtransactions, but some mechanics still feel padded for progression. The devs are clearly passionate and engaged, with quick response times to feedback.
If you’re patient and understand it’s a work in progress, the value is there. But if you’re expecting a complete ARPG experience right now, it may leave you wanting more.
Who Should & Shouldn’t Play
💪 You’ll Enjoy This If You:
- Like Soulslike games and heavy melee combat
- Appreciate painterly art styles and immersive world design
- Don’t mind rough edges in an evolving Early Access game
🚫 Skip It If You:
- Expect polished systems and clear progression paths
- Hate clunky UI and inventory micromanagement
- Want meaningful build flexibility from the start
✅ Pro/Con Summary
Pros:
✔ Visually stunning world design
✔ Satisfying, weighty combat
✔ Ambitious ideas trying to redefine ARPG norms
Cons:
❌ Repetitive and underwhelming endgame loop
❌ Restrictive stat/gear system limits build freedom
❌ Inventory and respec systems still lack polish
🧠 Final Thoughts
No Rest for the Wicked doesn’t need a big endgame grind—it needs refinement. The world is beautiful, the combat is brutal in the right ways, and there’s real potential buried under the jank.
Since the Breach update, many of the worst friction points have already improved. There’s still work to be done, but Moon Studios is on the right track. If you’re curious and patient, keep it on your radar. But if you’re paying now? Know what you’re getting: a promising, uneven experience still evolving.
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