
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% | — | $2.4M |
| $29.99 | 620ratings | 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 806 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
・ステージに上下の概念があり非常に見にくい、落下まであるのでストレス。 ・無駄なオブジェクトが多くてストレス。敵やプレイヤーが隠れて見にくい。 ・敵のモーションがわかりにくく攻撃タイミングを計りにくい、敵の数が増えると顕著。もう少し攻撃の光は大きくするとか見やすくするとかハイライトするとかしてくれ。 ・敵の攻撃範囲が表示される攻撃とされない攻撃があり当たり判定がわかりにくい。 ・プレイヤーの視界外からの攻撃が顕著でストレス。 ・雑魚敵がいちいち飛行したりして攻撃できないタイミングがあまりに顕著でストレス ・起動にいちいち時間がかかってストレス グラフィックを重視するがあまりに本来の面白さを損なった。これなら1でいい
As a fan of the orignal game, I'm genuinely saddened by how this one turned out. * The prices of upgrades and unlocks are so steep that progress feels glacial. * You will acquire loads of furniture to decorate your shop, but only be able use a few pieces in specific places while the rest sit in your crate unused. * Granting specific bonuses to pedestals means you only really want to use a couple while the rest of your shop sits empty, unless you want to sell your best items for less. * Item arranging during runs is interesting at first but quickly becomes an enormous chore. * Scripted boss encounters where control is frequently wrestled from the player or the boss is invulnerable invalidates much of your build work in the preceeding levels, and makes subsequent runs tremendously tedious. I think the game looks and sounds great, although I still prefer the original's pixel art. Unfortunately these flaws have become increasingly grating the more I've tried to persevere through them, and I can't recommend this one without significant changes.
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 810 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gerencie sua loja durante o dia, explorando dungeons à noite para coletar artefatos. Acumule recursos e continue o legado da sua família nesse loop de gameplay viciante. Melhora todos os sistemas em relacao ao primeiro jogo Confira uma espiadinha https://www.youtube.com/shorts/msdzL4Da5ck
Moonlighter 2 isn't a bad game, but I still have to give it a bad review because it feels like it sacrificed its identity to become another roguelite. They've packed in so many familiar roguelike mechanics that it starts feeling like every other game in the genre. None of these mechanics are necessarily bad, but together they make Moonlighter 2 feel much less unique. What made the first Moonlighter so fun was that it had its own logic and identity when it came to dungeon design and progression. I just wish Moonlighter 2 had focused more on being a better Moonlighter instead of trying to be another roguelite.
This is regrettably one of the saddest reviews I've left on Steam. I love Moonlighter, and I think there are truly redeemable qualities in Moonlighter 2, but I can not in good conscience recommend it to anyone until they patch some of the unfun and frustrating mechanics. The exponential growth in shop prices near the back half of the game, made everything I did in the early game feel pointless. I got to a point where money became irrelevant, but I had to run like 50 boss fights for resources to upgrade every piece of gear I wanted to use. Speaking of gear, most of the weapons are garbage. Some of them are quirky or change up the playstyle, but a lot of them are just bad. Which is a real hard pill to swallow after spending 4 hours farming enough bosses to upgrade it, only to find out it's worse than your previous weapon. Going even further, I will say the weapons need some rebalancing in a big way. The elements you get on each individual run do a LOT of the heavy lifting in the damage department. Especially with fist weapons, which are miserable to use in their base form. All the variant guns are bad, and not because their design is bad, but because too many enemies fly out of reach or require a gun to knock them down or interrupt them for any of the "quirky" guns to be viable. Not unless I want to spend 30 seconds running around the map avoiding aerial death lasers because I like the "shotgun" style gun. The low ammo guns also make any of the elements that proc off guns basically useless. Combat for the most part felt fun and just aggressive enough to be a challenge, but there are some particular enemies that need some tuning, like the jackasses with harpoons, something is wrong with their hit registration it's like they ignore i-frames or their attacks don't deal damage at the same time as the animation. There's these little red mages that teleport all over the place, which is fine, but something needs to be fixed with their AI, because they just teleport off to BFE and don't engage, and in the later "Greed" rounds they have like a billion health, and you have to deal with these stupid f***ing things teleporting from one end of the map to the other, jumping from island to island for a chance to hit them with one combo if you're lucky for like 3 mins. It's not challenging, it is wasting my time for no reason, and this feels like what they are intended to do, which only makes it more infuriating. I played this game a lot when it came out in Early Access. I enjoyed it, I sent feedback, and I had high hopes for the official launch, but this disappointed me immensely. It took me like 3-4 total runs from where I left off in the very first EA patch (I never went back for the later patches) to hit the Credits screen, and the post game content? "Go grind the same bosses you've already killed, just 100 times" Everything, and I mean EVERYTHING requires 2 of some end stage boss resource to upgrade it to it's max level. All of the end game content, the Greed levels, the Spark Perks, all of it does f*** all to help you get more resources, and money became very quickly irrelevant, so there was no reason for me to run the dungeon anymore other than for the resources. I was literally leaving relics behind because the money served no purpose to me. Selling items at the shop was just a waste of time at that point. Which is going to bring me to my last point.... The main focus of Moonlighter was like an arpg dungeon crawler mixed with a shop sim. The new shop has like 10 different mechanics...and they are all irrelevant. Tips, customer types, perks, decorations, bloblets, all useless. The static bonuses from all of these are based on the Base price of the items being sold, or flat values between 50-1000 in the case of tips. The direct impact that quality of the relic has on the price means that 98-99% of the price of an item in the mid to late game is determined by how well you played the "Bag" minigame and you could sell them one base unmodified pedestals. On my last run before I quit, I made 36,000,000 in one day. My Common quality relics sold for like 300k, The pedestals that increase values of the relics would change the price by less than 1k. I didn't even look at the bonuses anymore, I basically clicked perks based on whether or not it would try to make me clean stains off the floor. Once money became useless, the heart and soul of what made Moonlighter great started to become the biggest waste of time in the game. This game isn't Monster Hunter, respect your player's time, rebalance the shop to be meaningful, add the correct resources to the vendor who lets you buy them and let us buy them more than one at a time ffs. There were a lot of very poor decisions made in terms of Quality of Life, and you somehow made a gameplay loop that made a key part of your game useless. Genuinely disappointed, and that's a huge fall from grace for me, because I came into this game a huge fan of the previous title and I wanted to enjoy this, I just can't.
I was so looking forward to play moonlighter 2 not whatever this is.
I want to preface this by saying that I did not play the first [i]Moonlighter[/i] and only picked up [i]Moonlighter 2: The Endless Vault[/i] after its 1.0 release. This means I ultimately cannot compare it to the previous installment. That said, I cannot share some of the criticism people have directed at it. Namely, the bashing of the new art style feels disingenuous to me. The art style is [b]cute, cohesive and distinct[/b]. Yes, it isn't the pixel art of the first game, but that doesn't automatically make it bad. It is simply a different style. If it isn't your style, that is perfectly fine. But calling it outright bad just because it moved away from pixel art is unfair. [hr][/hr] [h2]Gameplay[/h2] The core gameplay loop of venturing out, collecting artifacts and selling them in your shop sounds simple, but it has a surprising amount of depth and addictiveness to it. Every expedition feeds directly into the shopkeeping and progression systems, which then motivate you to head out for another run. It is one of those gameplay loops where [b]"just one more run"[/b] can very quickly turn into several. [h3]Combat[/h3] The gameplay is well-rounded and the combat feels [b]fun and responsive[/b]. You essentially have four different weapon classes that follow the same basic combat fundamentals. Over time, however, you unlock additional weapons within these classes that can alter the gameplay style quite significantly. This makes the combat easy to get the hang of while still offering a good amount of depth through different weapons, synergies and learning curves. You do not need to study a spreadsheet before picking up a new weapon, but there is still enough room to experiment and find combinations that suit your playstyle. [h3]Artifacts & Backpack Mechanics[/h3] The roguelite mechanics are well-made and the base camp has [b]A LOT of upgrades![/b] All upgrades, modifiers and power-ups have been easy to understand and clear about what they actually do so far, which isn't always a given with these kinds of games. I never felt like I had to browse a wiki just to understand whether an upgrade was useful or how two effects interacted with each other. And then there is the dopamine rush of [b]combining, reacting and chaining artifact effects[/b] inside your backpack. This system scratches that [i]Balatro[/i] itch of seeing number go higher, multipliers triggering and you cashing out big when everything works. Properly arranging your artifacts and watching one effect activate another is [b]highly addictive, insanely fun and unique[/b]. It is easily one of the standout mechanics of the game. [hr][/hr] [h2]Progression & Shopkeeping[/h2] Once you make it back with a backpack full of valuable artifacts, it is up to you to sell them in your shop. You can decorate your shop and unlock additional furniture that can boost or alter the way you sell your items. This adds another layer to the gameplay beyond simply throwing everything onto a shelf and waiting for customers to buy it. Progression is tied to the amount of gold you earn. There are milestones the game sets for you and, once you reach them, new features are unlocked and the game gradually expands. It is a simple but effective progression system: [b]Exploring earns you artifacts.[/b] [b]Artifacts earn you gold.[/b] [b]Gold unlocks more of the game.[/b] All parts of the gameplay loop feed naturally into one another. [hr][/hr] [h2]The Story[/h2] The story is simple enough and mostly acts as a vehicle for the mechanics. It is a continuation of the first installment and contains several nods to the original game, as far as I was able to tell. However, it is delivered in a way that does not make playing the first game mandatory to understand the plot or follow what is happening. That is especially nice for people like me who started with this game. I never felt completely lost just because I did not already know every returning character or reference. [hr][/hr] [h2]Performance & Technicalities[/h2] Performance has been [b]smooth so far[/b]. I can't say I share the sentiment that the game "performs worse than it should for its looks." Lighting quality, polygon count, effects and enemy density all seem in line with the performance that is to be expected. It isn't some crazy optimization miracle, but it also isn't a micro-stutter fest. It runs well and plays nicely. The game can be played with Mouse & Keyboard as well as with a controller. I personally prefer using a controller and am happy that it natively supports [b]PlayStation button glyphs[/b] as well as [b]Steam Input[/b]. Keyboard and controller bindings can be changed in-game, allowing you to customize the entire layout. [b]Nice![/b] One criticism I do have, however, is that the game only supports [b]FSR 3[/b] as an upscaling technology. There is no DLSS or XeSS support, which is a bummer and will hopefully be addressed in the future. These features are [b]essentials for PC releases in 2026[/b] and should not be treated as optional extras. There are rarely technical circumstances where FSR can be implemented but DLSS and XeSS cannot, or vice versa. The good thing is that FSR 3 can be used by GPUs from all manufacturers, which offsets the negative somewhat. Still, supporting all three major upscaling technologies should be the standard. [hr][/hr] [h2]Final Verdict[/h2] [i]Moonlighter 2: The Endless Vault[/i] is a fun and enjoyable roguelite Hack n Slash that combines elements of [i]Hades[/i] with a sprinkle of [i]Balatro[/i] number-magic and a shopkeeping simulator. I enjoy it greatly and find its particular mix of mechanics genuinely unique. It might lack the same level of depth in any single category as some of the games it can be compared to, but the way it combines those individual ideas gives it an identity of its own. It is easy fun that doesn't expect you to min-max every decision or number crunch like crazy. You can engage deeply with its systems if you want to, but it remains enjoyable even if you simply want to complete a few runs, sell some artifacts and watch the numbers go up. [b]Cute art style, satisfying combat, addictive artifact combinations and a gameplay loop that makes it dangerously easy to start another run.[/b] [b]Rating: ★★★★★★★★⯪☆ (8.5/10)[/b] [b]An easy recommendation for roguelite fans and anyone who enjoys watching numbers go up.[/b]
how much longer do you need to fix gamepad stick drift?
The game seems to be chasing other roguelikes like hades and slay the spire. It's not a bad game but it's a lot more generic than the first game as it feels it's just chasing trends. If I wanted to play those games I would they feel better tbh.
To many people say this game has nothing in common with the 1st one and they are just wrong. Most people that are saying that they just want moonlighter 1 again so just go play that. I for one like how they did the dungeons in Moonlighter 2 over the 1st one and i know this is something a lot of people talk about and they think the moonlighter 1 dungeons are better not sure why moonlighter 1 dungeons are nothing new to gaming they are from back in the day Zelda on the NES. Just because you could go back to a room you have been to before people think that is better in Moonlighter 1 once you cleared a room there is no reason to go back unless you took a wrong turn to get to the end it was pointless and a waste of time. I saw someone leave a bad review of this saying the game has nothing in common with the 1st Moonlighter as well. 1. Same character 2. You run a shop 3. you go into a dungeon to get items to sell. 4. you have weapons/armor ( now on this point i do think armor was done better in the 1st game ) 5. You upgrade the town 6. you upgrade the store 7. you upgrade your backpack 8. you fight monsters 9. you have boss fights 10. the music So umm help me out guys it has nothing in common with Moonlighter even the name is different because its Moonlighter 2 that 2 makes it a different name lol. So yeah did they change some things yes are they bad changes no are they good changes no they are just changes I honestly think some are good some are bad each person is going to have their own opinion of the changes. Honestly have not played it enough to have a 100% opinion on it but what i have played so far I do like everyone saying its a 20 hours game yeah I am sure it is if you don't read everything when playing the game and just rush the game. When people say how long the game takes I honestly think they skip a ton of stuff or are looking stuff up online. But over all I like it. Only thing I found i don't like well 2 things is the armor in this one the 1st one you could make a helmet and chest piece and legs if i remember right but in this one its just 1 piece and that to me is a stupid change. Also the boss fights the bosses going immune and just having to wait is just padding I don't like that and never have honestly its ok if one boss has that as its gimmick but all of them kind makes them all feel a but of the same even thought they are different and have different attacks. It was like someone who worked on the game was like i have a great idea we have to use it on all the boss fights. And yes I allow comments on my reviews people who don't I don't even read their review if they are not willing to let people add to the review or even ask the review a question or maybe point out something they missed then to me I don't care what that person thinks. If you read my review thank you and if it helped you let me know.
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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