Moon Studios’ ARPG No Rest for the Wicked Hits 1.5M Copies Sold Two Weeks After Hitting 1M

Feb 6, 2026 at 09:22am EST
An armored character holding a sword appears next to bold text announcing '1.5 million copies sold'.

Ori developer Moon Studios took a big swing with No Rest for the Wicked, choosing to make something outside of its 2D platforming comfort zone and instead direct its talents into making an action RPG. After its initial early access launch in May 2024, it was clear that the game had a lot of unrealized potential, and the time to realize that potential as an early access game.

Now, over a year and a half later, during which the game has seen more than a few significant updates, the most recent being a co-op update that went live last month, it's starting to realize that potential. A little more than two weeks after Moon Studios confirmed that the game had sold over 1 million copies, the developer gave players another sales milestone update: No Rest for the Wicked has officially sold over 1.5 million copies.

Related Story No Rest for the Wicked Sets 1.0 Date After 2-Year Early Access, Skipping Xbox and Switch 2 at Launch

"Hey Wicked fans, it's been only 15 days since our previous 1 million announcement, and already we're happy to make a small correction," the team wrote on the game's Steam page. "Now it's 1.5 million copies sold so far. We're honestly so happy to see this as a small dev studio doing internal publishing. We want to thank you, our players, for being here with us, whether it's through your amazing support, sharing your love for the game, giving us constructive feedback, patiently waiting for consoles, or cheering us on from the sidelines."

This milestone came just as No Rest for the Wicked closed off a sale where the game was discounted by 40%, and also serves as a means of putting down any fears or concerns that the studio is in any kind of trouble.

Two short years ago, months before Moon Studios would release No Rest for the Wicked, analysts were sharing concerns over how concentrated the industry was becoming, and how it would only become more challenging for smaller studios to make an impact. To see an independent studio that's also publishing its own game find success is a positive sign, one that we'll hopefully see repeated with other developers throughout 2026.

About the author: David has been writing about videogames, technology, and culture since 2020, with a focus on reporting daily news across multiple publications, including GameDaily.Biz, GameSkinny, and PlayStation Universe before joining Wccftech in 2025. David started contributing as Canada/US reporter for Wccftech's gaming section in 2025. Besides being up-to-date on the industry's movements, he loves interviewing developers, reviewing games, and writing intricate essays about the symbolism and layered meanings to be found in rich narratives as he's done for publications like GamesIndustry.Biz, LostInCult, and others. Outside of games he loves movies, music, theatre, his hometown, and his family, though not necessarily in that order.

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