
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 | 4Kreviews | 82% | — | $2.5M |
| $29.99 | 635ratings | 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 878 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
O jogo ainda precisa ser finalizado, mas já dá pra jogar muito bem. Gráficos e jogabilidade muito bons. Eu prefiro o estilo das fases do primeiro jogo. No segundo é legal, mas depois cansa. Poderia ter os dois modos com algumas diferenças que só encontra em um dos modos. Agora é aguardar o resto do jogo pra saber o final da história
이거 할바엔 하데스2나 하자
I have been waiting for this game for 3 months. When it was released, I saw a lot of negative reviews about the gameplay and performance, but this game is absolutely perfect. I don't have any performance issues, and it is well-designed so far. - Art style is so good - Game loop is so good - Bosses are quite challenging - More fun than the original Finally, I think the developers put a lot of love into this game. I can feel it <3
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 2,515 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 882 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
二代更倾向肉鸽, 一代更倾向养成, 二代的养成主要提高容错率. 如果没有随机到强力buff就会非常坐牢 boss设计比较不好, 一图第二boss技能后摇极短, 很难找到输出点, 最后骑蝠鲼那个boss反而容易打 还有一些怪也是后摇短, 红斗篷小怪总是传送到地图最远处, 然后溜你, 不知道策划自己玩过没, 玩了应该能发现的吧...
Tiene puntos de mejora pero 8/10
sem palavras
It’s Hades/Hades 2, and Moonlighter (the original)/Dave the Diver’s dual-system mechanic. …except it fails to really be as engaging as Hades’ combat, and it is pretty questionable how much depth the shop system actually has at the end of the day. The real question when I play this game is, “Ok. The combat seems way too simple. And I can get heckton of gold. Ok, so… uh… what’s the point of the game? To get more artifacts (through pretty unremarkable combat), sell those artifacts, and… get… more… gold?” Like, sure… I can upgrade my shop. Get a special display cabinet, or some upgrades here and there; but the core objective remains the same: make shiny yellow number go big. Not a horrible game by any means. It’s still EA and things could very well be revamped or changed ahead of release. YMMV.
这游戏有以下缺点: 1. 柜子设计不合理: 游戏在开店时会给你四个放商品的柜子,但你一次只能装一个有加成的柜子。这导致如果你想收益最大化,就必须一个一个地把商品摆在那个有加成的柜子上卖,非常麻烦。为什么不直接设计成可以多买几个加成柜子?而且随着店面扩大,原本只能放四个柜子,现在可以放六个、八个,但每个柜子依然只能放一个商品,还不让多买。 2. 地牢流程固定: 虽然闯关学习了《杀戮尖塔》可以选择路线,但是打的最终 BOSS 都是一样的。后期就没有什么可玩性了。 3. 地牢里的遗物(也就是带出来开店卖以获取金钱的商品): 在地牢中需要主角亲自操作整理,但“理包”这个玩法刚开始还蛮有新意,到后来就非常繁琐。我觉得可以向《药剂工艺》学习一下:如果你之前已经理好过某种包,后面就可以像《药剂工艺》那样,自动帮你一键理包。理包这个玩法前期还蛮有新鲜感,后期就只剩下繁琐与无聊(当然这技术上比较困难)。 4. 地牢的加成(学习了《哈迪斯》): 可以选择各种加成,但它跟宝箱(也就是钱)是冲突的。如果你选择获得加成,就要放弃一些宝箱;如果你选择拿钱,就要放弃加成,而放弃加成你就不一定打得过最终 Boss。 所以玩家需要在加成与宝箱之间做抉择。我觉得把宝箱与加成分开来让人非常纠结和痛苦,如果能把宝箱和加成放在一起,那就非常完美了。虽然游戏中确实有些事件可以短暂实现这一点,但我还是希望这能成为一个长期的效果。
god
Great sequel to famous game - The gameplay is captivating, and it's very interesting to think about which artifacts to combine, what to leave behind, and whether to continue the run.
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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