Pixels in Orbit
newsOctober 16, 20265 min read
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No Rest for the Wicked's New Class System Turns Your Weapon Into Your Class, With 24 to Master

Moon Studios' Wicked Inside showcase detailed the 1.0 class system: 24 weapon-based classes, 362 transferable traits, six factions and Cerim Cores. It arrives in an open beta in December, ahead of the PS5 and PC launch in March 2027.

No Rest for the Wicked's New Class System Turns Your Weapon Into Your Class, With 24 to Master

Moon Studios finally showed the system it has been building toward for most of No Rest for the Wicked's Early Access run. In today's Wicked Inside showcase, the Ori studio detailed the new class system that arrives with the game's version 1.0. The old attribute spreadsheet is gone. Your class is now decided by the weapon in your hands, and there are 24 of them to grow into. Players get their first go at it in an open beta in December, ahead of the full PlayStation 5 and PC launch in March 2027.

Your weapon is your class

The biggest change is also the simplest to explain. Until now, building a character in No Rest for the Wicked meant putting points into attributes like strength, dexterity and intelligence, then hunting for gear that matched. Version 1.0 throws that out. Picking up a weapon switches you into the class tied to it, so swapping a greatsword for a spear changes how your character plays as well as what you are holding.

Moon Studios puts the total at 24 classes, with 362 traits spread across them. Those traits are not locked to the class that taught them, either: you can carry them from one class to another, which is where the system starts to look less like a list of archetypes and more like a build-crafting toolkit. The showcase's examples include electrified spears that rain down like a volley of arrows, stealth moves that end a fight before it properly starts, and what the studio calls synergy crafting, where several classes combine into one build.

Three armoured adventurers with a shield, a staff and a glowing blade crossing a stone path through a sunlit, leaf-strewn marsh
The 1.0 update ties every class to a weapon, so a three-player party can be split across very different playstyles from the start.

Six factions to climb

Classes are only part of the new structure. Version 1.0 adds six factions, and you join each as a fresh recruit before working up through its ranks. Three were named in the showcase: the Severed Hand, a guild of assassins; the Sacrament Guard, a knightly order; and the more mysterious Unspoken. Every faction has its own questline, its own traits to unlock, and its own vendors, along with what Moon Studios teases as other surprises.

That gives the factions a clear job in the game's loop. The class you pick decides how you fight, while the faction you serve feeds you new traits to slot into it. It also gives players a reason to return to Sacrament between expeditions beyond restocking.

Cerim Cores: how you survive

The third piece is a new system called Cerim Cores. Moon Studios frames it as the counterweight to classes: classes define how you fight, and Cores define how you endure. The basic upgrades cover the stats you would expect, including health, stamina and focus. The exotic ones change how a build behaves. Feral raises attack speed, while Crimson adds lifesteal.

There is a catch built in. Each Core has a capacity, and pushing past it makes you take more damage from every attack. Stacking every powerful Core you find is therefore a trade-off, not a free upgrade, which fits a combat system that has always punished greed.

Two characters, one in a green robe and pointed hat and one in a wide red hat, crossing a mossy fallen log over a dark forest stream
Version 1.0 roughly doubles the size of the game, with new explorable zones added to Isola Sacra.

A game twice the size

Beyond the systems overhaul, Moon Studios says version 1.0 roughly doubles the size of the game. That means new explorable zones, entirely new enemy factions and new bosses. Recent sneak peeks on Steam have already shown two of the new areas: the Sylvan Hollow, a petrified forest of crystal structures and sapphire pools, and the Reliquary, an ancient ruin full of buried secrets. The studio has also teased a set of class armours, from heavy plate to frost-touched regalia.

The update also refines the loot system, upgrades combat, and adds a long list of quality-of-life improvements. On the console side, the studio says it is working to make the PlayStation 5 version run as smoothly as possible, a pointed promise for a game whose early builds were known for being demanding.

A cage lift hanging on chains above a glowing, lava-filled mine shaft lined with broken timber scaffolding
New enemy factions and bosses are part of the 1.0 content drop, alongside loot and combat refinements.

Open beta in December, 1.0 in March 2027

No Rest for the Wicked is in Early Access on PC via Steam right now. The class system lands first in an open beta in December, and Moon Studios has not yet given a specific day. Version 1.0 then launches on PlayStation 5 and PC via Steam in March 2027. Xbox Series X|S and Nintendo Switch 2 versions are still planned, but they will follow later, with no date yet.

For anyone who bounced off the Early Access build because of its attribute grind, the December beta is the moment to look again. It is the first public test of the version of No Rest for the Wicked that Moon Studios plans to ship.

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