
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
Don't waste your time on this bug trash
Combat needs serious work. Will update later.
I'm having a lot of fun with Moonlighter 2. It feels like I'm unlocking something new on every run. It's also very forgiving, being able to leave a dungeon at any time with all the loot you've collected, without any penalty, feels like the game respects your time. The team did a great job matching upgrade prices to the increased profitability of later runs, and some perk combinations make you feel completely unstoppable. My only real complaint is the weapon balance. One weapon feels overpowered, one feels underwhelming, and the other two feel just alright. I only have half the weapons unlocked so this may change. I also wish the bonus for using the selected daily weapon were more substantial, so even a bad run would feel more rewarding.
Media

Related
Related
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
the more i play this the more i appreciate the changes between moonlighter 1 and 2. I'm only a few hours in now but it's been a really great time organizing the backpack for the best quality relics, and the branching paths ("slay the spire paths") of the dungeon runs have grown on me a bit as i really enjoy the moments where you have to choose between relic chests and combat perks. i do find that sometimes the branching paths of a run can get a little "obvious", like ill have a choice between two equal rooms and the choices beyond them don't diverge at all, but that's really my main nitpick right now. combat is quite a bit slower than other recent roguelikes i've played, so it's needed some getting used to but I also really enjoy that too so far. im very excited to continue playing though!
Игра вообще не имеет вайб прошлой части, от которой я был в восторге Управление с геймпада в битвах имеет какой-то дилей между нажатиями клавиш, иногда он есть, иногда нет, из-за этого часто некомфортно играть в игру. Магаз максимально карикатурный, ставишь макс цену, отнимаешь 30% и всегда получается максимальный или хороший процентиль продажи Боевка интересная, но на геймпаде ощущается, как ад. Мало перков в ранах, буквально становится скучно бегать с одними и теми же паверапами. Слишком короткие забеги, путь от 1 локации до босса занимает около 20 минут, максимум, не успеваешь прочувствовать какую-то силу своего грейда, который ты собирал весь ран. Получается, что просто собираешь апгрейды и убиваешь босса Боссы интересные, но очень легкие, даже на последней сложности. Что уж тут говорить, когда "сложнейшие испытания боссов" проходятся с первой попытки (я даже снаряжение свое не прокачивал, все настолько просто) Все упирается в гринд, просто чтобы продвинуться по сюжету, нет какого-то особенного интереса проходить локации и исследовать что-то новое, так как мобы все очень понятные, механики неинтересные, достаточно увидеть как они бьют и все - либо смерть из-за недокача, либо прохождение локации с первой попытки Кажется, что играю не в мунлайтер, а в какую-то упрощенную версию для детей нового поколения. Просто нет того шарма первой части, хотя графика и 3д красивые, и видно, что разрабы старались над ней Кстати, есть достаточное количество багов, когда в середине битвы твой персонаж не может нажать ни одну кнопку и телепортироваться в Трезну, но урон от мобов получает. Интересно, как люди, играющие на одноразовом файле ощущали себя после этого бага)) Итог: лучше поиграть в первую часть и испытать невероятный кайф, а на эту не тратить время, так как даже после релиза она ощущается, как полусырой, неинтересный, недопиленный продукт. UPD: может переосилю себя и допройду игру до конца, чисто из уважения к серии и первой части, а пока НАЙС ИГРАЕШЬ
Just like moonlighter 1 but with a different art style
In its current state i just dont enjoy it, the game is just unbalanced with bosses doing huge amounts of damage with hard to track attacks. And the easy mode just reduces the damage that enemies do but still leaves bosses shredding hp. Hope they change how the difficulties are balanced before full release.
9/10 Impressive development while stay charming like last one. or 10/10 when release right now there are several minor glitches.
The game is still in early access, but leaving early access in about three days, so take this review with that in mind. My rating is 4/5, with a strong recommendation to play. It has engaging gameplay with both the merchant aspect and combat being interesting, addictive and highly replay-able. There are some technical difficulties I associate with being in early access, mainly optimization issues I think they'll resolve when this comes out officially. I'm about 11 hours in so far and it still feels like early-mid game. There's a lot to unlock, and plenty to explore. But it does feel like a game that could expand. Relics are found to be sold. Theirs an interesting "backpack puzzle" you do to fit everything in and maximize value. I think that part is pretty cool. But the relics only purpose being a sale makes them 2 dimensional. If the relics could also be used for world exploration or as components in crafting weapons and armor, that would add a lot to the game. Weapon and armor selection is limited. I think that's on purpose and maybe I haven't gotten far enough into the game, but there's room to expand the armory. Personal opinion - I think the game would benefit from more options. The upgrade trees are single sourced on the weapons as well. And as far as maps/worlds goes, so far it looks like there's a lot replay-ability but if it's going as I'm expecting it, then we're really looking at 6 "worlds" with variable paths within them. It would also be interesting to earn titles or honorifics that unlock after completing a specific, secret challenge. Like dodging all the traps in a trap floor earns you a title that lets you negate fall damage once or something. Again, just adding content and systems that add depth. I'm deliberately not exploring the game online, looking up wikis or the ending. And I think that's the best way to approach it. I'm not sure how the endgame is going to look, and I'm looking forward to it, but if this is one of those games where all the money from relics ends up being useless in the end, then it'll negate one of the primary motivators in the game. You're getting relics, earning money, and upgrading your gear, stats, etc. so your merchant can dive further into the dungeon. I'll be interested in seeing how the end game works. Again, overall, 4/5 from me in a game that's early access is a huge thumbs up. Give it a try.
От релиза ожидал новых карт и боссов. Получил бесконечный гринд ради ничего. Не хочу проходить, спасибо.
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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