The developers aim to present an unconventional vision for cooperative play.
The team behind No Rest for the Wicked recently released a short development diary outlining their concept for co-op. They want the mode to feel more social than a typical ARPG, while avoiding the constraints commonly found in MMORPGs.
While developing the game, we’ve tried to redefine what multiplayer means in an ARPG: not just a fleeting join to someone else’s session, but a true shared life inside a single world. A world that remembers you—whether you founded your own realm or joined one already established. A world shaped by the traces you and your friends leave behind.
No Rest for the Wicked will introduce a trading system born from a single, simple premise: connection. You can trade face-to-face with any player or place items into communal chests that everyone can contribute to.
We’ve always aimed to build worlds that feel alive and worth tending to. Cooperative play advances that idea further: it transforms a solitary run into something deeply meaningful for every participant.
You can view a short example of cooperative combat on the game’s Steam community page via the following link.
Source: iXBT.games
