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The Bold Bet: Why Moon Studios Forged Its Own Path with 'No Rest for the Wicked'

  • Nishadil
  • October 27, 2025
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The Bold Bet: Why Moon Studios Forged Its Own Path with 'No Rest for the Wicked'

Ah, Moon Studios. Just the name conjures images of ethereal forests, spirit guardians, and platforming so exquisitely tuned it felt like poetry in motion. Yes, we're talking about the brilliant minds behind the critically adored Ori and the Blind Forest and its equally stunning sequel, Ori and the Will of the Wisps. For years, their creations were, for all intents and purposes, synonymous with Xbox, charming millions under Microsoft’s watchful, publishing eye.

But then, something shifted. A new chapter began, one with a different kind of challenge, a darker aesthetic, and, perhaps most importantly, a distinctly independent spirit. Their latest venture, the highly anticipated action RPG No Rest for the Wicked, is poised to plunge us into a brutal, beautiful world, far removed from Ori’s vibrant landscapes. And, in a rather fascinating turn of events, it seems this new direction came with a very deliberate choice: Moon Studios, in truth, declined an offer for Xbox console exclusivity.

It's a big deal, you know? When a studio with such a close, successful history with a publishing giant like Microsoft says 'no thank you' to an exclusivity deal, it certainly raises an eyebrow or two. But the reasoning, as revealed by Moon Studios CEO Thomas Mahler, is utterly compelling. Simply put, they just weren't willing to leave potential players—and, let's be honest, potential sales—on the cutting room floor, particularly those clutching their PlayStation 5s and, one might presume, even their Nintendo Switches.

Think about it. The Ori games, published by Microsoft, found a massive audience on Xbox and PC. The first even made its way to Switch eventually, a delightful surprise for many. But for No Rest for the Wicked, Moon Studios seems to be making a clear statement: we want everyone to play this game. We want to reach the widest possible audience, to share our creation without the shackles, you could say, of platform limitations.

This isn't merely about ambition, though it certainly is ambitious. It's also, perhaps, about creative and strategic independence. After all, when you’re not tied exclusively to one ecosystem, you open up avenues for different kinds of conversations, different market strategies, and ultimately, a broader global impact. It’s a bold gamble, yes, but one rooted in a desire for omnipresence.

And, honestly, who can blame them? In an industry where cross-platform accessibility is increasingly becoming the norm, and where major titles are expected to hit as many consoles as possible, Moon Studios' decision feels incredibly prescient. It’s a move that prioritizes player choice and, quite frankly, a bigger slice of the gaming pie. For those eagerly awaiting No Rest for the Wicked on their preferred platform, this news is, truly, music to their ears. It’s a clear signal: come one, come all. The wicked, it seems, will find no rest, but gamers certainly will—on almost any console they choose.

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