No Rest for the Wicked 1.0 Will Bring a New Class System and Long Term Support Plans

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No Rest for the Wicked 1.0 Will Bring a New Class System and Long Term Support Plans

Moon Studios says No Rest for the Wicked is entering its final stretch before the 1.0 launch, with a major new class system, expanded endgame plans, and a longer support roadmap already taking shape. The action RPG will leave early access in October for PC and PlayStation 5, while Xbox and Switch 2 versions will arrive later due to additional optimization work.

The studio has spent around two and a half years in early access, using player feedback, updates, and testing to shape the game before release. Moon Studios CEO Thomas Mahler said the approach was inspired by the way Baldur’s Gate 3 used early access to refine its systems before reaching version 1.0.

The game has already sold nearly two million copies during early access, according to Mahler. That momentum appears to have given Moon Studios confidence to continue supporting the project with free updates and larger paid expansions after launch.

Moon Studios Is Reworking Character Progression Before Launch

One of the largest changes coming to No Rest for the Wicked is a new class system inspired by Final Fantasy Tactics. Instead of locking you into a single set of choices or requiring frequent respecs, the system will allow you to develop traits through different classes and carry those abilities into other builds.

For example, a player using a Guardian style character could spend time with an Assassin class to unlock traits related to stealth and backstab attacks. Those traits could then be used when returning to the Guardian setup.

Moon Studios believes this will give players more freedom to create unusual builds without forcing them to start over or abandon a preferred playstyle. The studio also plans to allow players to test the system before the full launch.

Planned featureWhat it means
New class systemTraits can be earned through multiple classes
No traditional respec focusProgression is based on unlocking abilities through play
More build freedomPlayers can mix class traits and combat styles
Endgame expansionMore replayable systems after the campaign
Free updatesContinued post launch improvements
Paid expansionsLarger future content releases

Endgame Content Will Be a Key Part of Version 1.0

Moon Studios says the campaign is only part of the intended experience. The studio wants No Rest for the Wicked to keep offering new goals after players finish the main story.

Mahler said action RPG fans increasingly expect a strong post campaign loop where they can continue improving builds, experimenting with systems, and finding new ways to play. Moon Studios has not fully detailed the endgame yet, but plans to share more information before the October release.

The studio also says it has changed how it handles features during development. Instead of permanently cutting work that misses a deadline, Moon Studios now plans to save unfinished ideas for later updates. That approach could help the team avoid wasting months of development work while giving players more meaningful content after launch.

Xbox and Switch 2 Versions Need More Memory Optimization

The PlayStation 5 version is the main console focus for launch because it gives the studio access to more memory. Moon Studios says the biggest challenge on Xbox Series S and Switch 2 is memory usage, especially because the game constantly streams large amounts of data.

According to Mahler, the available memory on those platforms is roughly 60% lower than on PlayStation 5. The studio does not want to release weaker versions that compromise the experience, so the Xbox and Switch 2 editions will need more time.

Moon Studios is also taking a cautious approach to AI tools. Mahler said the team is comfortable using automation for repetitive technical tasks, but does not see generative AI as a replacement for hand crafted art, writing, or game design.

With version 1.0 approaching, No Rest for the Wicked is shaping up as a much larger project than its early access launch suggested. The success of the final release may depend on whether Moon Studios can deliver the flexible class system, stronger endgame, and console versions without losing the game’s distinct style.

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