No Rest for the Wicked Hits 1M Sales: Can Persistent Co-op Save It from CEO Drama?

Bottom Line Up Front: Moon Studios has officially cleared the one-million-copy milestone for No Rest for the Wicked in Steam Early Access. The next major hurdle arrives on January 22 with the launch of 4-player co-op, utilizing a persistent "Realm" system that solves the progression headaches common in the Soulslike and ARPG genres.

We’ve been tracking Moon Studios since the Ori days, and their pivot from side-scrolling precision to a "painterly Soulslike" was always a massive gamble. Reaching seven figures in sales while still in Early Access proves there is a massive appetite for a high-fidelity ARPG that isn’t just a Diablo clone. However, the real test isn't the sales floor—it's whether the multiplayer implementation can survive the high expectations of a community tired of half-baked co-op systems.

The "Minecraft" Model: Why This Co-op Matters

Most Soulslikes handle multiplayer like an afterthought—temporary summons, "host-only" progression, and restrictive level ranges. Moon Studios is taking a different route. Their model, which they’ve compared to Minecraft realms, creates a distinct line between your solo journey and your group play.

Key Multiplayer Stats:

  • Launch Date: January 22
  • Player Count: Up to 4-player co-op
  • Persistence: Progress saves even if the host is offline
  • Cost: No subscription (unlike Minecraft Realms or similar services)

We believe this "persistent save" approach is a potential game-changer for the genre. In Baldur’s Gate 3 or Diablo 4, you often feel tethered to a specific group's schedule. By allowing players to hop into a shared world and make progress solo that then benefits the group, Moon Studios is cutting out the "scheduling boss" that kills most co-op runs.

Analysis: Competition and Controversy

It’s impossible to discuss No Rest for the Wicked without acknowledging the elephant in the room: CEO Thomas Mahler’s social media presence. Mahler has spent the better part of the year in the trenches on X (formerly Twitter), lambasting Diablo 4 as a "microtransaction slot machine."

Feature No Rest for the Wicked Diablo 4 (Current Meta)
Combat Style Stamina-based / Soulslike Skill-spam / ARPG
Monetization Upfront EA Purchase Seasonal Battle Passes / MTX
Co-op Structure Persistent Private Realms Shared MMO Open World

Our analysis suggests that while Mahler’s "shit-stirring" (as some have called it) creates unnecessary friction with industry peers like Mike Ybarra, it reinforces the game's identity as the "anti-Diablo." If the Jan 22 update delivers a smooth, lag-free experience, the bravado might actually look like vision. If it launches broken, that social media heat will turn into a massive liability.

The Verdict on the 1M Milestone

One million copies is a heavy weight to carry. We’ve seen plenty of Early Access darlings lose their momentum because they couldn't scale their tech to meet the player base. No Rest for the Wicked is currently balancing beautiful art and punishing combat against a backdrop of "oppressive" workplace allegations and executive drama.

For the veteran players who have been min-maxing their builds since the first alpha drops, the co-op update is the make-or-break moment. We expect the Jan 22 launch to drastically shift the meta—expect huge boss HP pools and a need for highly specialized roles within 4-man squads. If you haven't jumped in yet, the next few weeks will determine if this is a seasonal flash in the pan or the next decade-long ARPG staple.