《永無寧日》作為《奧日》團隊開發的動作RPG,雖在2024年4月搶先體驗時Steam在線峰值1.5萬後於年底跌至不足百人,但通過2026年1月底「Together」合作更新實現逆襲——銷量從100萬飆升至150萬,單月收入已覆蓋工作室運營成本。
首席執行官Thomas Mahler近日透露,開發團隊正籌備1.0正式版,將推出包含新區域、故事線及過場演出的劇情擴展,並計劃在更新間隙探索新玩法模式,試圖將遊戲打造為長期運營的「永恆遊戲」。
With No Rest for the Wicked, we're in an extremely interesting space right now after we shipped our Together update and are gearing up for 1.0. Let me ramble and share my thoughts for a minute: We never built Wicked as 'one game' that we finish and then replace with a sequel. We built it as a foundation, a platform. Over the past 5–10 years, we’ve created hundreds of thousands of assets, animations, systems, tools... we basically crafted an entire world. And I truly believe that the work we put into crafting Wicked that way will compound in value in the weeks, months and years to come. To me, this is a quite radically different development approach that could potentially even change how larger publishers look at game development. For Wicked, we’re going with an expansion model. Big campaign expansions will always be looming up ahead: More areas to explore, more story to unravel, more cinematics to experience, in short: More of your traditional ARPG fare. But in-between those expansions, me and some of my design team will always keep trying to push new ways of play into Wicked in order to potentially create that 'forever game' that many of us have always been dreaming of (I think in many ways the allure of that was what spawned the 'Metaverse' craze a few years back). My point is: For the past 30+ years, when a games studio finished a game, they either made a sequel while starting mostly from scratch or they started to develop an entirely new IP and usually had to rebuild everything. But I think we're finally at a point where it makes sense to break that old model: Because of the foundation we have, if we plan to fully commit to building a rogue-like that could rival Hades and other genre-references out there, we automatically have a huge leg-up by simply being able to already use our combat system and everything we've built so far. We don't have to reinvent the wheel or start from 0 and spend years building a base. Often times in development, the first couple of years are spent on pre-production where you figure out the world, the characters, the design, the systems... and usually then there's a mad rush when you fully enter production to pull all these pieces together in order to actually make the game that was dreamt up in these years prior. But given our foundation, we're now able to jump straight into the actual meat and potatoes of just crafting the game we want to make. That would only be possible if Wicked remains as one game that we'd keep expanding upon, which is currently still our intention. I've been frustrated in recent years because I think Survival Games are a bit stuck and so far I think Survival Games work more because of their addictive systemic loops instead of the perfection of all their core pillars. Case in point: I couldn't name a single survival game out there that has an insanely rich combat system. I'm sure devs had to spend most of the development time on other stuff and... rightly so. But... if we want to craft a survival game, we basically get the combat 'for free' since we already built it and spent years refining it. No publisher out there would fund a survival game where the pitch is 'This will be a survival game with combat as deep as Elden Ring!' - Everyone would understand that the costs would be horrendous and you'd question if the designer has properly done his homework. But if we do it based on the foundation we already built, suddenly that goal becomes entirely feasible. I recently discussed this idea with a senior person at Riot and got the same confirmation: If you'd want to build a new type of MOBA, one based on an animation-commit combat system instead of their old point and click foundation, you'd get booted out the room. Unfathomable, too costly and way too risky. And... they might be right. Unless you already have all the bits and pieces. Whenever I share this core idea with gamers, sometimes people draw comparisons to games like Spore. But the analogy isn't apt: Yes, Spore tried to be many games at once, but it was all built simultaneously, and then shipped as a packaged product. That doesn't work, it's too complex of a task and our brains aren't built that way. Wicked is the polar opposite: We started with one extremely solid core - our ARPG campaign. Now we expand outward, over time, in modules that share DNA. In many ways, this is close to what Will Wright was dreaming up in the 90's: Interconnected systems across different experiences. That idea was just too early back then and the infrastructure to deliver that didn't exist. But now it does. If we execute properly and don't do something really stupid, No Rest for the Wicked has the potential to become one of the first true 'forever games' and the 'endgame' experience would go far beyond what's traditionally seen in ARPGS: Not in the sense of endless grind. But in the sense that you don’t have to leave the game if you want something slightly different. You just pivot inside it. The ARPG campaign will always be the heart. And with 1.0, I think we'll deliver on that in spades. But when you finish a quest and feel like doing something else for a while, I believe the world should be your oyster. It's all incredibly ambitious and - frankly - quite insane. But so was building Wicked in the first place 😂🤣
Mahler強調,其「終局體驗」將超越傳統ARPG,玩家無需退出遊戲即可切換不同玩法。他看好現有戰鬥系統適配Roguelike模式的潛力,並指出若涉足生存類題材,可依託深度戰鬥系統實現差異化。
但所有設想的前提是持續以《永無寧日》為核心項目進行長期開發,目前工作室仍聚焦完善現有內容,並提及與《黑帝斯》《艾爾登法環》競爭的可能性,承諾「不犯愚蠢錯誤」以實現長期價值。







