No Rest For The Wicked Is Getting A Major Gameplay Change

Following the completion of its initial year in early access, the action-RPG No Rest For The Wicked is undergoing a significant transformation by discarding its entire attribute system. According to Moon Studios CEO Thomas Mahler, players found the current system confusing, and it was decided that a fresh, new approach would be more appropriate.

Mahler stated in a detailed post on X, “It has become evident to us that the attribute system needs to be eliminated.” They had reservations about using this system initially, but implemented it due to its popularity in similar genre games. However, after studying the data, it appears that users are struggling to grasp it.

The article delves deep into the findings of Moon Studios about the initial year of No Rest For The Wicked in early access. As per Mahler, it was observed that numerous gamers found themselves with uncommonly weak character builds, often without comprehending the root cause behind this issue.

Mahler noted that if players fail to invest points in the attributes that influence their chosen weapon’s power, their level-20 character may lack strength comparable to a level 1 character, despite having the freedom to choose. This is because players might make suboptimal decisions and then fault the game rather than recognizing their own errors. Additionally, internal developers were making similar mistakes with their builds, prompting the studio to recognize that significant adjustments would be necessary.

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The positive aspect is that the new attribute system we’ll be using is already being developed, and it appears that the developers have given it careful consideration. However, there’s still work to do on testing and refining it before it can be deployed in the actual game.

Mahler stated that the new system will be designed to create an incredibly engaging experience as players progress, with each level up offering them the flexibility to make advantageous decisions while still maintaining a diverse range of build options, even those that might seem illogical but prove effective. He also mentioned that they drew inspiration for this system from the work of Yasumi Matsuno, renowned director of Final Fantasy Tactics.

As a thrilled fan, I can’t help but share my excitement about the ongoing development of “No Rest For The Wicked,” which debuted on Steam Early Access last April. Though it’s clear there’s still some polishing to be done before its official launch, I eagerly await Moon Studios’ final touches to bring this game to life in all its glory. When the time comes, I can hardly wait for the opportunity to experience “No Rest For The Wicked” on my PlayStation 5 and Xbox Series X|S consoles!

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2025-05-08 17:02