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No Rest for the Wicked similar games & best alternatives

No Rest for the Wicked

PC (Microsoft Windows), Xbox Series X|S, PlayStation 5 • 2024

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Quick resume

From Moon Studios, the award-winning developers of Ori and the Blind Forest and Ori and the Will of the Wisps comes No Rest for the Wicked, a visceral, precision Action RPG set to reinvent the genre.

Global score

80/100

Genres

Action, Adventure, Role-playing (RPG), Early Access

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    Pros

    • Beautiful art style and world design
    • Challenging and rewarding combat
    • Engaging story and atmosphere
    • Deep exploration and level design
    • Active developer support and updates

    Cons

    • Performance issues on some hardware
    • Steep learning curve and difficulty spikes
    • Tedious resource gathering and durability system
    • Limited build respec and inventory management
    • Camera angle and platforming frustrations

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to explore, craft, build, and choose combat tactics with minimal forced routines."

      Capsule for Crashlands Crashlands

      "Players have freedom to explore, choose builds, and experiment with combat styles, though some systems like timers and durability impose constraints."

    • Competence

      Game with the same Competence vibe

      4

      "Combat is challenging and rewarding, requiring skill, timing, and pattern recognition; bosses provide tests of mastery."

      Capsule for Tails of Iron Tails of Iron

      "Combat is challenging and skill-based with rewarding mastery; players report a steep learning curve and satisfaction from overcoming difficult bosses."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal progression and exploration; no evidence of competitive modes or leaderboards."

      Capsule for Death Trash Death Trash

      "Focus is primarily on personal progression and exploration; no strong evidence of competitive modes or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long play sessions, deep engagement, and habitual return to the game despite difficulty and frustration."

      Capsule for Xenonauts Xenonauts

      "Players report long play sessions, high engagement, and habitual return to the game despite some grind and difficulty."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Co-op is planned and partially implemented; currently mostly single-player but some desire for multiplayer with friends."

      Capsule for M.A.S.S. Builder M.A.S.S. Builder

      "Co-op is planned and anticipated, but currently the game is mostly single-player focused with some community interaction."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can customize characters, build and upgrade towns, and modding support is anticipated to enhance creativity."

      Capsule for Aurora Dusk: Steam Age Aurora Dusk: Steam Age

      "Players can customize builds, enchant gear, and upgrade town structures, allowing creative expression within gameplay systems."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize personal skill and competition without evidence of trash talk or exerting authority over others."

      Capsule for EXAPUNKS EXAPUNKS

      "Interactions emphasize balanced challenge and personal skill rather than exerting power over others; no evidence of trash talk or dominance."

    • Escapism

      Game with the same Escapism vibe

      5

      "Strong immersion in a dark fantasy world provides escape from real life through narrative and atmosphere."

      Capsule for The Necromancer's Tale The Necromancer's Tale

      "The dark fantasy world, immersive story, and atmospheric design provide strong real-life escape and immersion."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and passion; no evidence of obligation or pressure to play."

      Capsule for Animyst Animyst

      "Players engage voluntarily out of interest and passion; no evidence of obligation or external pressure to play."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players try various builds, weapons, and abilities; the game encourages exploration of mechanics and different playstyles."

      Capsule for GRIME II GRIME II

      "Players enjoy trying different builds, weapons, and strategies; the game encourages exploration of mechanics and playstyles."

    • Exploration

      Game with the same Exploration vibe

      5

      "Level design encourages discovery of secrets and non-linear paths; exploration is a core part of gameplay."

      Capsule for CULTIC CULTIC

      "Highly praised level design with secrets, verticality, and interconnected areas encourages discovery and curiosity-driven play."

    • Expression

      Game with the same Expression vibe

      3

      "Customization of town buildings and adventurer outfits allows self-expression within the game world."

      Capsule for Settlemoon Settlemoon

      "Customization of gear, skills, and town building allows for player self-expression, though some limitations exist."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong fantasy setting with imaginative characters, lore, and mythical elements."

      Capsule for Absolum Absolum

      "Strong dark fantasy setting with imaginative fiction, lore, and mythical elements."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some community interaction and co-op play, but mostly solo survival experience."

      Capsule for Stranded Deep Stranded Deep

      "Some community engagement and anticipation for co-op, but mostly solo play and individual experience."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills in combat and strategy; progression systems encourage learning and improvement."

      Capsule for Rotwood Rotwood

      "Players report learning combat mechanics, improving skills, and developing strategies; progression systems support growth."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay with no physical activity; some players note frustration with stamina mechanics."

      Capsule for Dead Effect Dead Effect

      "Primarily sedentary gameplay with no physical activity; some players mention frustration with stamina and resource management."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and continuous engagement; combat and exploration demand active play."

      Capsule for Hyper Light Drifter Hyper Light Drifter

      "Requires focused attention and continuous engagement; combat and exploration demand active play."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Limited social interaction; mostly surface-level connections through local co-op or community."

      Capsule for Catacomb Kids Catacomb Kids

      "Limited social interaction currently; mostly surface-level connections through community and planned co-op."

    • Leadership
      Insufficient data

      No nearest game available

    • Progression

      Game with the same Progression vibe

      4

      "Strong focus on accumulating gear, upgrades, and in-game currency; progression is a core motivator."

      Capsule for Arena Breakout: Infinite Arena Breakout: Infinite

      "Strong emphasis on accumulating gear, upgrades, and town development; players motivated by meaningful progression."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find flow and catharsis in combat and exploration, though challenge can create tension."

      Capsule for Stellar Blade™ Stellar Blade™

      "Some players find flow and catharsis in combat and exploration, though difficulty and tension are also present."

    • Sensation

      Game with the same Sensation vibe

      4

      "Visuals, sound design, and combat feedback provide strong sensory stimulation and excitement."

      Capsule for The First Berserker: Khazan The First Berserker: Khazan

      "Visuals, sound design, and combat feedback provide strong sensory stimulation and emotional engagement."

    • Status

      Game with the same Status vibe

      -3

      "No evidence of social recognition or leaderboards; focus is on personal achievement."

      Capsule for Brigandine The Legend of Runersia Brigandine The Legend of Runersia

      "No evidence of social recognition or leaderboards; focus is on personal achievement rather than social status."

    • Story

      Game with the same Story vibe

      4

      "Narrative immersion with engaging characters, cutscenes, and story elements."

      Capsule for Summer in Mara Prologue Summer in Mara Prologue

      "Narrative immersion praised with engaging story, characters, and cutscenes enhancing player involvement."

    • Strategy

      Game with the same Strategy vibe

      4

      "Combat and resource management require planning, tactical thinking, and problem solving."

      Capsule for Ash of Gods: Redemption Ash of Gods: Redemption

      "Combat and resource management require planning, timing, and tactical thinking; players develop strategies to succeed."

    • Thrill

      Game with the same Thrill vibe

      3

      "Combat difficulty and boss fights create suspense and excitement."

      Capsule for Legendary Tales Legendary Tales

      "Combat difficulty and boss fights create suspense and excitement; risk and reward elements present."

    • Value

      Game with the same Value vibe

      4

      "Players feel the game offers good return for time and money with long playtime, replayability, and quality content."

      Capsule for Crystalline Crystalline

      "Players feel the game offers good return for time and money, especially given ongoing updates and content."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves melee and ranged attacks, defeating enemies and bosses with violent actions."

      Capsule for Gloom Gloom

      "Combat involves melee and ranged attacks, defeating enemies, and boss fights with impactful violence."

    • Survival

      Game with the same Survival vibe

      3

      "Resource and stamina management add survival elements requiring players to avoid failure and manage threats."

      Capsule for Dice Gambit Dice Gambit

      "Resource management, durability, and stamina systems create survival challenges; players must avoid failure."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Exploration. It leans lower than usual among comparable games on Leadership, Intimacy.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026