TL;DR
Moon Studios founder Thomas Mahler has publicly blamed the Xbox Series S for delaying the release of No Rest for the Wicked on Xbox consoles, citing the system's memory constraints as the primary technical bottleneck. This marks the latest in a growing pattern of developers singling out Microsoft's lower-cost console as a drag on cross-platform releases, raising questions about the long-term viability of the Series S parity policy.
What Happened
Moon Studios founder Thomas Mahler directly blamed the Xbox Series S for the delayed Xbox release of the action RPG No Rest for the Wicked, stating in an interview with IGN that the console's 10GB of shared RAM is forcing the studio to "spend months" optimizing memory usage to meet Microsoft's mandatory feature parity requirements. The game, which launched in early access on Steam in April 2024 and on PlayStation 5 in September 2025, has been available on PC for over two years but remains absent from the Xbox ecosystem.
Key Facts
- Moon Studios, the developer behind Ori and the Blind Forest and Ori and the Will of the Wisps, released No Rest for the Wicked in Early Access on Steam in April 2024.
- The game launched on PlayStation 5 in September 2025, roughly 17 months ago, while the Xbox version remains unreleased.
- Thomas Mahler told IGN that the Xbox Series S's 10GB of shared RAM — compared to the Series X's 16GB — is the "single biggest headache" for the port.
- Microsoft requires that all Xbox games ship with feature parity between Series X and Series S, meaning Moon Studios cannot release a scaled-down version for the weaker console.
- The Xbox Series S launched in November 2020 with a $299 price point and has sold an estimated 18–20 million units globally, according to industry analysts.
- No Rest for the Wicked targets 60 frames per second on PC and PS5 but Mahler says achieving that on Series S requires "aggressive compromises" to texture quality and draw distances.
- This is the third high-profile developer in 2026 to publicly criticize the Series S parity requirement, following Larian Studios (for Baldur's Gate 3) and Remedy Entertainment (for Alan Wake 2).
Breaking It Down
The core issue is not that the Xbox Series S is underpowered — it's that Microsoft's mandatory feature parity policy forces developers to treat the cheapest console as a ceiling rather than a floor. When a studio like Moon Studios builds a visually demanding action RPG targeting high frame rates and dense environments on PC and PS5, the Series S becomes a hard technical constraint that retroactively increases development time and cost. Mahler's frustration echoes a sentiment that has been building in the industry for years: the Series S is a business success but a technical liability.
"We're literally spending months just on memory management — things that were solved on PS5 and Series X in weeks," Mahler told IGN, characterizing the Series S port as a "black hole" of engineering resources.
The 10GB of unified memory on Series S is the critical bottleneck. On PC and PS5, No Rest for the Wicked uses high-resolution textures and complex shader caches that can consume 6–8GB of RAM just for the game world, leaving headroom for the operating system and background processes. On Series S, the OS reserves approximately 2.5GB, leaving just 7.5GB for the game — forcing Moon Studios to downgrade texture resolutions, reduce NPC counts, and shorten draw distances to fit within the budget. The result is a version that Mahler says "doesn't feel like the same game" visually, yet Microsoft's parity rule prevents them from shipping a version that acknowledges those differences.
This is not a niche problem. The Series S accounts for roughly 40–45% of all Xbox Series consoles sold, according to industry estimates, meaning Microsoft cannot abandon the platform without alienating a substantial portion of its user base. But developers are increasingly voting with their feet: Baldur's Gate 3 launched on Xbox nearly three months after its PS5 debut specifically because Larian struggled with Series S split-screen co-op requirements. Alan Wake 2 launched on Xbox with no performance mode on Series S, effectively breaking the parity rule by omission. Moon Studios' comments suggest the problem is worsening, not improving, as games become more memory-intensive.
What Comes Next
-
Watch for Moon Studios' next public update — Mahler indicated the Xbox version is "still months away," suggesting a potential late 2026 or early 2027 release window. If the game misses the holiday 2026 season, it will have been over 2.5 years since the PC early access launch.
-
Microsoft's next developer-facing policy change — The company has already relaxed parity requirements for certain features (like ray tracing and 120fps modes) but has not budged on core gameplay parity. A formal policy revision could come at Gamescom 2026 (August) or Xbox's annual fall showcase.
-
Potential for a "Series S Pro" or mid-generation refresh — Rumors of a more powerful Xbox console have circulated since mid-2025. If Microsoft announces a Series S successor with 12–14GB of RAM, it would effectively solve the memory bottleneck — but would fragment the existing install base.
-
Developer backlash could coalesce into public pressure — Larian, Remedy, and now Moon Studios represent a growing chorus. If a major franchise like Call of Duty or Assassin's Creed publicly cites Series S constraints, Microsoft may be forced to act faster.
The Bigger Picture
This story is a case study in the hardware fragmentation trap that console makers face when they launch two tiers of hardware with different capabilities. Sony avoided this entirely with the PS5 and PS5 Pro by keeping a single baseline spec for the first four years of the generation. Microsoft's strategy of offering a cheaper, lower-spec console was intended to capture price-sensitive buyers, but it has created a technical compliance burden that grows heavier with each new generation of game engines.
The broader trend is the rising cost of AAA game development, which is pushing studios to demand more from hardware — not less. No Rest for the Wicked uses Moon Studios' proprietary engine, which was designed for high-end PC hardware and then scaled down for PS5. The Series S represents a third-tier target that adds months of engineering work with zero additional revenue. As development budgets balloon past $100 million for major titles, every extra month of optimization is a direct hit to the bottom line. Developers are increasingly asking: is the Series S install base worth the cost of supporting it? Mahler's comments suggest the answer, for many, is becoming "no."
Key Takeaways
- [Parity Policy is the Root Cause]: Microsoft's requirement that Series X and Series S games be functionally identical forces developers like Moon Studios to spend months optimizing for the weaker console, delaying releases and increasing costs.
- [Memory is the Bottleneck]: The Series S's 10GB of shared RAM is increasingly insufficient for modern action RPGs, forcing studios to downgrade textures, draw distances, and NPC counts to fit within the budget.
- [Developer Backlash is Growing]: Moon Studios joins Larian and Remedy as the third high-profile studio in 2026 to publicly blame the Series S for release delays, signaling a systemic industry frustration.
- [Microsoft Faces a Strategic Dilemma]: The Series S represents 40–45% of the Xbox install base, so Microsoft cannot drop support — but continuing the parity policy risks alienating developers and losing high-profile timed exclusives to PlayStation.


