The developers want to offer an unusual take on cooperative mode.
The authors of No Rest for the Wicked recently released a mini-dev diary and shared their vision for cooperative mode. They want to make it more social than the ARPG genre suggests, but less restrictive compared to MMORPGs.
While working on [the game], we always strived to change what multiplayer means in an ARPG: not just a "temporary joining of someone's session," but a true co-living in one world. A world that remembers you — whether you founded a kingdom or joined an existing one. A world shaped by what you and your friends leave behind.
No Rest for the Wicked will feature trading that "grew out of one simple idea: connection." You can approach any player and trade face-to-face or put items in shared chests, to which everyone contributes.
We have always tried to create worlds that feel alive and worthy of care. Cooperative play takes another step forward: it turns a single-player gameplay into something deeply personal for all players.
In the game's community on Steam, you can see a small example of a battle in cooperative mode at the following link.