No Rest for the Wicked - Action RPG

Small patch


️ Patch Notes - Early Access Hotfix 4

This hotfix covers more cases of the Nameless Pass progression blocker, balance adjustments, performance improvements and we snuck in a few more bug fixes!

As always, thank you for your continued feedback and bug reports!


⚔️
Performance Improvements:
  • Fixed a leak with GPU Culling
⚔️
Bounties and Challenges Changes:
  • Bounties and Challenges are no longer deleted if you choose to abandon them
  • Added confirmation when choosing to abandon Challenges
⚔️
Balance Changes:
  • Adjusted Damage On Parry enchantments
⚔️
Loot Changes:
  • Adjusted loot drop rates from chests
  • Added more furniture to Whittacker’s Shop
⚔️
Bug Fixes:
  • Fixed Nameless Pass cranes still not rotating correctly in some existing realms (their position will now reset to default)
  • Fixed sell value on Raw and Refined materials at vendors still being only ¼ of what they should be
  • Fix for the Channel rune icon not showing up when player has no Focus
  • Fixed Focus Gain On Hit enchantment text displaying a larger Focus number
  • Fixed incorrect levels for some items at vendors
  • Improved collision at Mariner’s Keep Tower area
  • Fixed typo in interaction hint for Eleanor's door
Nameless Pass working woo :D
 
1 week anniversary patch!

Patch Notes - Early Access Hotfix 5

Today marks the one week anniversary since our Steam Early Access Launch and it warrants an extra beefy hotfix full of significant performance improvements, balance changes, stack size increases, 32:9 support, Quality of Life additions, 8 new shields, polish, localization and bug fixes.

As always, please be sure to share any issues or feedback with us!


⚔️ Performance Improvements:
  • Further improved Quality Settings for better performance when at higher visual quality
  • Optimized rendering of volumetric Fog
  • Optimized shadow rendering
  • Reduced resolution transparency rendering tech for GPU heavy overdraw situations
  • Significantly reduced unnecessary memory allocations across many game systems
  • Improved handling of asset unloading to reduce performance degradation over time
  • Tracked down and improved several sources of CPU-side stuttering when the game is loading assets
  • Optimized instantiation costs for various often-used Visual Effects and Characters.
  • Reduced mutex contention cases that caused performance stutter while streaming content
  • Optimized icon texture resolutions and memory consumption
  • Optimized Sacrament rooftop models and textures (rooftops, rooftops everywhere)
  • Multiple smaller general CPU optimizations for better overall performance
⚔️ Quality of Life:
  • Added ability to deposit all items from the players inventory that match the types already in the selected chest
  • Default chest sorting changed to Sort By Type
  • Enhanced durability system for tools and armor, ensuring correct values are displayed and used
⚔️ Settings:
  • Increased supported aspect ratios to 32:9
  • Remaining visual glitches with 32:9 will be addressed in future updates
⚔️ Loot:
  • Increased stack size of cooking and crafting materials to 25, allowing for better management of resources
  • Food can now be stored in cupboards
  • Removed Blueprints from Fillmore shop before Anvil is unlocked
⚔️ Content Additions:
  • Implemented eight new shields for better class diversity
⚔️ Localization:
  • Widespread improvements to translations and localizations, we’ve fixed typos, updated NPC dialogues, and ensured consistency across various languages
  • Fixed UI translations, including screens for house buying and management, equipment, and warning messages
  • Implemented better localization handling mechanisms for NPC names and dialogue
⚔️ Balance:
  • Major Balance Revisions to provide a smoother experience and prevent high level item drops too early
  • Adding Stamina cost for parrying with Shields
⚔️ Enemies and Bosses:
  • Adjusted Prisoner Wolf enemy to jump around less
  • Added ability for Shackled Brute to dodge after attacking
  • Updated Echo Knight fight initiation to reposition instead of attacking right away
  • Polished Riven Twins taunt
  • Polished Risen Axe Bruiser attack animation
  • Polished parry animations for enemies
⚔️ Areas:
  • Updated Cerim Crucible so that leaving the realm will end your run and return you to the atrium. This is to prevent abusing backups and other potential loopholes.
  • Improved collision and faders in Cerim Crucible levels
  • Improved collision and faders in Mariner’s Keep and The Shallows
  • Improved faders and lighting in Sacrament
  • Improved Sacrament rooftops
⚔️ Audio:
  • Adjusted sound effects for better ambiance and clarity, including updated tree chopping SFX and ambient sounds in town areas.
  • Improved audio cues for NPC interactions to minimize overlaps and ensure clearer dialogues.
  • Improved spatial audio for Sacrament Rookery, Town Square, Slums and Training Grounds
  • Improved Echo Knight slam down AOE sound effects
⚔️ Bug Fixes:
  • Fixed bosses and a couple of bounty/quest variants of enemies spawning when not intended
  • Fixed player being able to accidentally delete a character when hovering while having another character selected. Now the hovered character will be deleted
  • Fixed and balanced Enchantment Effects across the board
  • Fixed Heavy Bandit being able to be pushed off the edge of the ship and block progress
  • Fixed Cerim Crucible run ending early if a realm save happens right after you finish a level
  • Fixed Durability of Tools being the wrong value when bought from vendors
  • Fixed turning in a Bounty showing the replacement prompt
  • Fixed exploit with certain bounties
  • Fixed shinies pulling a disappearing act (visually) in the Black Trench
  • Fixed Squire’s Attire Armor Set not available for crafting at the anvil
  • Fixed Tier on the Gangrenous Eel
  • Fixed Finley remaining in his cell after you rescue him and leave Nameless Pass
  • Fixed Finley’s missing sign in Sacrament
  • Fixed missing enemy and loot spawners in the northern section of Orban Glades
  • Fixed spot in Nameless Pass where you could go out of world
  • Fixed position of a rooftop in Sacrament
  • Fixed incorrect texture for the shipwreck in The Shallows
  • Removed duplicate models in Sacrament and Nameless Pass
  • Fixed bush clipping in the Inquisition Arrival cinematic
  • Fixed rain occasionally being heard during Falstead Darak fight
  • Fixed ragdolls blinking back into existence when going out of view and coming back in
 
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Performance seems to still be quite unoptimised at the moment. Even with an RTX 4080 there are quite a few slowdown to the low 40's with GPU usage dropping to between 50 - 60%.

I know it's early access an all, but with five "hotfixes" in the first week it seems like it's pretty much a matter of us paying to be beta testers..
 
You are, that's why it's early access. The developers get money to put towards the development cost and valuable feedback from gamers that they can use to inform future decisions about the games direction and bugs that they may not have encountered, it doesn't necessarily mean they will fix those bugs immediately, they will prioritise them for future updates depending on severity.
 
You are, that's why it's early access. The developers get money to put towards the development cost and valuable feedback from gamers that they can use to inform future decisions about the games direction and bugs that they may not have encountered, it doesn't necessarily mean they will fix those bugs immediately, they will prioritise them for future updates depending on severity.

I fully understand all of this, but could they not have done primenilary testing to ensure the game actually runs above 60fps before the early access release?

As off now, the game requirements have been changed to 5800X3D/3080ti for recommended 1080p gaming and it's still not achieving that..
 
Personally I don't agree with early access, especially for professional game studio's, maybe for indie dev's who need the funds to help pay the bills. You're paying for something that potentially will never be finished, the game developer/studio could go under, or pull the plug if there's not enough interest, The Day Before is a good example of this...although some would argue it was a scam to begin with.

Regarding the current state of this game, I don't know much about game development but I imagine that optimisation comes much further down the development path once the core features have been added and the game is nearer to it's release state. And whilst the game is in development the specs are always going to be subject to change, as technology progresses the developers might decide it would be nice to add this or that feature that means upping the requirements.
 
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Personally I don't agree with early access, especially for professional game studio's, maybe for indie dev's who need the funds to help pay the bills. You're paying for something that potentially will never be finished, the game developer/studio could go under, or pull the plug if there's not enough interest, The Day Before is a good example of this...although some would argue it was a scam to begin with.

Regarding the current state of this game, I don't know much about game development but I imagine that optimisation comes much further down the development path once the core features have been added and the game is nearer to it's release state. And whilst the game is in development the specs are always going to be subject to change, as technology progresses the developers might decide it would be nice to add this or that feature that means upping the requirements.

It's being developed by Moon studios, who did both of the Ori games. While they're not a AAA company, I'm sure they have enough funds to develop a game without any recourse to upfront funds.

This is taking into account that No Rest For The Wicked has already been in development for 6 years.
 
Not played it so could be wrong...

But isn't Balder's Gate 3 a masterpiece somewhat credited to being "very" Early Access?
I'm guessing Balder's Gate 3 is a masterpiece due to the final product! No idea what state it first released in as it's turn based, which isn't my flask of elixir..
 
Hot fix number 6! (I should be a bingo caller...)


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
 
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Play early access now or wait, always a difficult one for someone as impatient as me :p
I've had a solid 30+ hours out of it, I've done all possible quests but there is still some farming I can do to upgrade parts of the settlement but I'm not that fussed on doing that.

It's brilliant, i'd say there is a comfortable 25-40 hours gameplay despite it being early access.
 
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It's good fun, not a huge amount of content but they've definitely built an excellent base for a game to continue evolving. I like the art style, combat felt good and I personally liked that choices were permanent in terms of stat placement as you levelled etc.

Definitely needs more areas adding though, when you zoom out on the map it looks like there's space for it to be massive but I'm not sure if that's intentional.
 
Patchy

Patch Notes - Early Access Patch 2


We are incredibly excited to be releasing our biggest patch yet, marking the One Month Anniversary of our Launch! Patch 2 is chock full of highly requested features such as
Weapon Tryout
, the ability to
Respec
,
DLSS / FSR Upscaling
and
Controller Remapping
. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included!

Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware.

For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked!

Be sure to check out our Patch 2 Highlight Video and the full patch notes below.

⚔️ Performance

  • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines
  • Numerous Significant CPU optimizations
  • Fixed performance degradation that might occur on some gamepads
  • Fixed numerous memory leaks
  • Reduced instantiation spikes for numerous objects
  • Disabled detail meshes on generic humanoids faces when not needed
  • Reduced latency, overhead and improved stability of GPU Culling
  • Optimized texture resolution and memory budgets for Steam Deck
  • Optimized Art content in Ship Prologue and its cinematics
  • Removed unused weapon assets to free up memory
  • Removed leftover developer tools to free up memory
  • Optimized CPU spikes of a variety of common content loading operations
  • Added texture streaming for character portraits during dialogue interactions to save memory
  • Fixed some persistent log spam being generated by potatoes in Nameless Pass
  • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs
  • Optimized Ambient Occlusion Rendering
  • Extended GPU culling usage for more cases
  • Configured and optimized pooling for more prefab instantiations reducing CPU spikes


⚔️ Gameplay Systems

  • Added new Respec System!
    • Players can now Respec by examining the statue in the Cerim Crucible Atrium
    • Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned
    • Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen


⚔️ Quality Of Life

  • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire
    • Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements
  • Inventory Items can now be docked to compare them
    • Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare
  • Brought back the Misc category to the Inventory
    • Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories
  • Vendor screens are now sorted by item type so that items are more organized for purchase
  • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt
  • Added side notifications for when Danos Sacrament Upgrades are completed
  • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors
  • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck


⚔️ Settings

  • Added support for Upscaling with DLSS 3.7 and FSR 2.2
  • Added custom key rebinding options for Controller
  • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings
  • Default Keyboard layout set to Mouse+WASD
  • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting


⚔️ Content Additions

  • Added a new set of enchantments
  • All Throw runes can now be added to Spears


⚔️ Loot

  • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop
  • Added Assegai Blueprint to Whittacker's Level 1 Shop


⚔️ Balance

  • Nerfed Throw runes
    • Reduced Poise Damage On All Throw Runes
    • Reduced Damage On Ice Throw Rune
  • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly
  • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets
    • This Includes Enchanting Items At Eleanor
  • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels


⚔️ Weapons

  • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers
  • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier)


⚔️ Enemies and Bosses

  • Polished Darak boss fight
    • Improved behavior to prevent him standing idle after attacking
    • Improved behavior when fighting ranged builds
  • Added Bite Attack to Plague Rat
  • Added Back Attack to Risen Axe Bruiser
  • Added escape logic to Risen Fire Bomber
  • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute
  • Adding cloth simulation to Boarskin Bruiser
  • Polished rigging on Plagued Boomer
  • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins
  • Smaller enemies can now smash breakable objects (barrels, crates, etc.)


⚔️ NPCs

  • Changed the name of the worried woman in the Sacrament Town Square to Nell
  • Polishing dialog for Druo, Lucian and Everwyn
  • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass
  • Added eavesdrop to Sleeping Guard Gerard in Sacrament


⚔️ Areas

  • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave
  • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible
  • Updated foliage in various locations
  • Added physics and wind simulation to Spruce trees


⚔️ Cinematics

  • Polished animations for characters in the Inquisition Arrival cinematic
  • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics
  • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic
  • Fixed cloth and camera pops in the Inquisition Arrival cinematic


⚔️ Audio

  • Environment update for Sacrament:
    • Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress
    • Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary)
    • The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors.
    • Updated ambience for Sacrament Town Square to feel busier during the day
    • Updated environment audio for the Cerim Gate zone in Mountain Pass
  • Increased audio buffer to help alleviate audio crackle artifacts
  • Increased available audio resources to help prevent sounds from dropping out during long play sessions
  • Updated audio for Cerim Vision cinematic
  • Updated audio mix for Barrel and Crate destruction
  • Saluting Guards in Sacrament now have sound
  • Added Weapon-specific Impacts on parrying and blocking actions
  • Added ladder sliding sound effects for Kickdown Ladders
  • Added sound effects for going down Ladders
  • Added new sound effects for Plague-Enchanted weapons
  • Polished audio for Bounties enemies
  • Fixed missing sounds for Plagued Mutant Soldier
  • Fixed rain sounds appearing in Sacrament Interiors
  • Fixed enchantment-specific weapon whooshes cutting a bit too early
  • Fixed NPCs not making footstep sounds when walking around
  • Fixed environment states sometimes not resetting when returning to the main menu


⚔️ VFX

  • Blood effects are now juicier and used more often!
  • Improved blood visual effects attachment to characters bodies from attacking and getting hit
  • Increased intensity of shiny item drop VFX


⚔️ Bounties and Challenges

  • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete


⚔️ Localization

  • Added and updated localized text in many places across multiple languages
  • Added localization support for new Controller Remapping screen and for various missing localized elements
  • Fixed incorrect font on the Activities screen


⚔️ Bug Fixes

  • Fixed various enchantments on unique weapons and rings that weren’t working properly
  • Fixed Rested Bonuses for sleeping in beds
  • Fixed Key Items respawning after pick up
  • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player
  • Fixed Echo Knight falling off the arena and blocking progress
  • Fixed Cerim Armor missing upgrades at Filmore
  • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models
  • Fixed SHIFT key not being recognized in the Main Menu
  • Fixed certain environment textures overriding certain armor textures
  • Fixed certain armor having missing or incorrect cloth simulation
  • Fixed rigging on certain armor
  • Fixed The Wallow boss attacks not having sound effects
  • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting
  • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset
  • Fixed wall cannons not firing in Cerim Crucible
  • Fixed XP UI not showing “Max Level” after reaching the level cap
  • Fixed Level and XP UI being present without a Character selected in the Main Menu
  • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible)
  • Fixed being able to skip through locked doors in The Shallows
  • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena
  • Fixed Enchant Item Challenge counting enchanted items that are picked up
  • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest
  • Fixed extra Elsa map marker during the Spoken and Unspoken quest
  • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn
  • Fixed Arrows not hitting Plagued Wolf
  • Fixed Wolf and Plagued Wolf target point
  • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state
  • Fixed Darak leaving his shield in Orban Glades when he escapes
  • Fixed chest opening VFX in Performance and Balanced quality presets
  • Fixed Wolf having a dance party after death
  • Fixed Chest floating in the air in Mariner’s Keep
  • Fixed incorrect texture on the Crafting Table
  • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1
  • Fixed overblown bonfire lighting at The Shallows
  • Removed rogue rim light at The Shallows
  • Removed lighting debug shortcut
 
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