No Rest for the Wicked |OT| Sleep is for the week

Finally! I haven't played since early access release and I'm super hype for this.

Definitely one of my most anticipated events of the year.

I bet I drop 50-60+ hours on this update, cannot wait to play. About to boot it up right the fuck now.

patch notes for anyone interested:

 
I suck at this. Parrying is really rough when using fist weapons and seems like my dmg is trash. I beat the first boss pretty quick but getting my ass handed to me now. One hand sword makes life a lot easier but I was hoping fist would be good.
 
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thomasmahler thomasmahler - are there any console release updates available? I haven't seen anything new, but have it wishlisted on the PlayStation store. Looking forward to checking it out.
 
Argh my 15 hour or so save is gone. I really want to play it, but I hate starting from the beginning and loose everything.
 
Well, the Breach update killed my savegame.

I mean, I get it. Big additions, ongoing development...that`s just early access, but I know that I´ll utterly spoil the game for me if I go through this again and again. At this point I´ll just wait for the 1.0 release.
I´ve seen enough to know that MoonStudios and thomasmahler thomasmahler absolutely know what they are doing here and I have no doubt that the final product will be awesome.
 
I bought this to support the developers, but no way I'm playing it with the prospect of saves being incompatible with an update in the future. I'll wait for the 1.0.
 
Bought this day -1 and can't wait to jump in. But still kinda waiting for the right moment...
 
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Wasn't the big patch yesterday or something?

Busy with Clair Obscur but for sure I want to try this massive no rest for the wicked update.
 
Pro Tip:

Don't go to the new Marin Woods zone unless you have a quest to do so. If you don't and try to explore you will be quest-locked from getting through the zone. Don't be like me and spend 5-6 hours in this area killing shit repeatedly, redoing the zone over the next day and still trying to figure it out, making topics on reddit/steam and no one offering any advice.

Do the quests. (don't need to do crucible one).
 
Argh my 15 hour or so save is gone. I really want to play it, but I hate starting from the beginning and loose everything.
All saves have been wiped after the Breach update, everyone starts from 0. Unless you already put 15 hours into the game after the update?
 
The saves haven't been wiped, we just had to make the old saves incompatible with the Breach Build since too much stuff changed internally and we did intentionally want people to start fresh this time around to actually experience the new content and understand the new systems.

You can still access all your old saves if you just switch to the legacy build on Steam!
 
The saves haven't been wiped, we just had to make the old saves incompatible with the Breach Build since too much stuff changed internally and we did intentionally want people to start fresh this time around to actually experience the new content and understand the new systems.

You can still access all your old saves if you just switch to the legacy build on Steam!

Game is great and significantly improved since early EA. Very impressed with how the gameplay, the tone and art direction mesh together.
Looking forward to the full release. Could you give us an ETA for version 1.0?
2025? 2026?
 
A big patch coming soon, sounds VERY promising with lots of cool features and content.

Realm Tiers

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
 
Is this the game that the lead dev cried about negative reviews? i actually considered getting this but now I won't. Go cry some more.
 
The first time hearing anything about this game is whatever went down the other day.

And now because of this OT, this is the first time seeing any sort of gameplay.

Now, I got something to look forward to in the future.
 
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