
Experience an action-RPG with roguelike elements where you live the double life of an adventurer and a merchant. Dive into vibrant dimensions to fight enemies, gather loot, and manage your backpack. Rebuild your shop and turn profits into gear for the next adventure!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 16.14/day in the week to Sep 3 → 69.86/day in the week after.
About
Live the double life of a resourceful merchant and fearless adventurer in this sequel to the hit rogue-lite Action-RPG!
Stranded without a coin in the village of Tresna, Will must open shop again as he dives into an interdimensional adventure. Explore dangerous dungeons, loot ancient relics, sell them, and reinvest in the town's prosperity.
The magical, addictive loop returns—bigger, bolder, and packed with shiny loot.
Profitable perils await as dimensional exploration evolves. Strap on your trusty backpack and master dynamic combat with various weapon classes, armor sets, and powerful perks.
Chart a path through unpredictable worlds, defeat relentless foes and formidable bosses, then carefully arrange your loot to unlock unique item synergies. Managing your backpack is key to financial success and maximizing profits.
The deeper you go, the greater the rewards—and the risks.
After every adventure, it's time to open for business. Customize your shop, set your prices, and read your customers to strike the perfect deal. Unlock sales perks, capitalize on special events, and optimize your displays to maximize profits.
From battered scrap to priceless relics, every item's value is yours to decide.
Take on the Endless Vault, a mysterious ancient artifact that pushes your skills to the limit.
Overcome its ever-growing challenges to upgrade your town and earn increasingly valuable rewards. Will it be enough to reclaim your homeland from the evil Moloch, an interdimensional collector who has claimed your beloved village for himself?
Dive into Moonlighter’s stunning visual leap into 3D. Explore vibrant environments, enjoy smoother, more dynamic combat, and experience the iconic cycle of daytime shopkeeping and nighttime treasure hunting like never before.
Sums Steam only; Xbox, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 3.9Kreviews | 82% | — | $2.5M |
| $29.99 | 630ratings | 76% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 866 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So, I think the early-game is good, and if you're a casual player, there's a good amount of content to enjoy. Having said that, I think mid-to-late game is an absolute mess balance-wise, and it stems from one major issue: BONUSES ARE ADDITIVE. This game has a lot of cool systems that can boost the sale price of relics: item quality, shop perks, shop furniture, bloblets, aromas, etc. They all require upgrading and customization, and that all sounds good in theory, but the execution is, honestly, so surprisingly imbalanced I was certain I was doing something wrong. The issue with all these systems is that, again, the bonuses they provide are ADDITIVE, and the reason why everything falls apart is because item quality becomes the ONLY bonus that matters. When you're getting +500% sale price from a relic (meaning it has 100 quality points), I assumed that selling it from a pedestal that gives a +20% bonus that I would get a 500% * 1.2 = 600% bonus. But no, you get 500% + 20% = 520% bonus, which is obviously a lot less. Once you hit mid-game, you're easily getting 100 quality points on your expensive relics. By late game, you're getting 1000's. Getting a "legendary" shop perk and adding a 50% sale bonus to all relics, when your relics are already getting a +20,000% quality bonus (so a +20,050% total bonus), is just worthless. Watching your relic change in price from 500,000 to 501,250 after getting a "legendary" perk feels really bad. So what does this mean? By late game, the entire shop perk system you grinded to upgrade? Worthless. The bloblets you painstakingly saved? Worthless. The furniture you meticulously placed? Worthless. The entire aroma system? Worthless. By mid/late game, I stopped using all of those systems. I didn't even bother activating shop perks, because increasing my relic prices by <1% wasn't even worth opening the menu to make the choice. Merely having the bonuses stack multiplicatively would have saved these systems from being useless. I get that to do this now, everything would have to be rebalanced, and at this point it probably isn't possible without a major overhaul. But I'm surprised this didn't come up in Early Access? Isn't that the point of Early Access? This is maybe the first time I've ever played a game and so desperately wished I had participated in Early Access to bring these things to light before release :( As a dev myself, I'm bummed out by the wasted potential here. I think I'd still recommend the game on sale, especially to more casual players who aren't trying to max every system. Stacking bonuses early game was fun (when they all somewhat mattered), and the combat bones were good enough. I just wish the mid/late game held up.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best PL #58, worst US #92 · 13 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 0.25/day in the week to Jul 19 → 4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Spain, Polish, Japanese, Korean*languages with full audio support
| $29.99 |
| 188ratings |
| 81% |
| — |
| not modelled |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 870 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
・10回に1回クラッシュする。クラッシュするとそれまでの過程がすべて無に帰すので苦痛 ・ボスの体力がかなり高いのでソウルライクぎみ。 ・のちに解放されるエリアが最初のマップと比べて全くおいしくない(自分が下手なだけかもしれない) ゲーム性自体はおもしろいので、上記の問題点がアプデで改善されたらおすすめです。
Didn't play the first one but so far having fun with the sequel.
Fun game! Love the item management system with relics having synergies with each other, a fun little puzzle in itself.
I'm so glad they've updated the art style from the first game. Pixelated graphics are just getting overdone. Same basic premise, same basic gameplay, just more Moonlighter. If you liked the first game you'll like this. Great sequel.
Don't waste your time on this bug trash
Well I've loved the first game but I've haven't even dreamt the second part will be so good. Unbeliveable progress both graphically(love it, works flawlessly on my rig) and mechanically. If you even slightly loved first part and you love games like hades you will tremendously enjoy this one. And it's still in early access!
Moonlighter 2 is a great game. I also appreciate the item management. Learning how to get the best quality artifacts out of the dungeon adds a creative twists than just fill up a bag to max.
Très bon gameplay, fluide et punitif en mode difficile, avec un aspect tactique quand il s'agit d'optimiser les reliques récoltées. Vraiment un très bon jeu dans le genre
Excellent follow up to the original!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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