
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 | 81% | — | $2.5M |
| $29.99 | 640ratings | 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 896 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Сама по себе игра неплохая, но хуже первой части. Нет цельной сюжетной идеи, но посыл неплохой. Мне понравилось просто играть, поэтому положительный отзыв, фактически всё в игре, кроме прорисовки локаций и музыки сделано чуть ниже среднего.
calming beautiful and challenging enough to keep you interesting Amazing
Very satisfying, big fan of the loot system
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 900 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
vibecoded movement clunky af
Игра пройдена вдоль и поперёк и она однозначно обязательна для ознакомления. Соглашусь с отзывами ниже, гринд в игре душноват и баги тоже присутствуют, однако я фанат этой игры, что первой части , что второй и с огромным удовольствием играл во вторую часть, очень понравилась как передали атмосферу мира, не уступает первой части. Напихать боссу ссаной метлой, классика. Жаль что тут нет воришек, как в первой части.
Ugh, this is tough... I really liked the first part, and the second one has its charm too—but only in small doses. There’s just too much I don’t like. Where do I even start: The game in general feels too easy—like it was made for the mainstream market. Sure, you can turn up the difficulty, but that doesn’t actually make it harder. With various upgrades (weapons, patches, etc.), it actually gets even easier. The game’s visuals look so “plastic” and lackluster, just like everything new these days; maybe they should have stuck with the pixel graphics, but oh well—they did say they wanted to try something new. I get it, and that’s fine, but it just didn’t suit my taste. The dungeons are good, but I don’t have a favorite like the forest dungeon from the first game. The music is good too, especially the track from the first desert level. But whoever decided that you have to kill the bosses all over again on every playthrough—instead of, like in the first game, just walking into the room and having to take out a bunch of enemies—I’d love to KICK THAT PERSON SO HARD IN THE BALLS—not once, not twice, but fifty thousand times. And all of this with that boss “Monte”… OIDA ******** what were you thinking, you ******* developer??? It’s annoying—just plain annoying—even though there are “challenges” where you can kill the bosses as many times as you want without having to run through the whole dungeon. My excitement about loot has quickly faded again. It’s always the same stuff—it just doesn’t feel like much. Maybe it’s also because you can’t sell potions, weapons, or materials since they don’t drop at all. Except for the materials. You use those to upgrade your weapons, potions, etc. The more I’ve upgraded various stats, the fewer epic and legendary chests I’ve gotten in my runs. Instead, after my thousandth victory against a boss, I now have to do this “arena,” “colosseum,” or whatever that nonsense is called, so my backpack isn’t half-filled with gray, worthless junk items. And the most important thing is selling. Now you have to go into a dungeon 2–3 times in a row until your only chest and backpack are full so you can have ONE successful day of selling. It’s no use if you go out to collect items in the evening and the next day you only sell what feels like 25 of them—half the day is still left, but you have nothing left to sell. I’d rather go into the dungeon 2–3 times and then be able to sell for 2 or 3 days in a row like in the first game—though back then, after using the return portal, couldn’t you go back into the dungeon again? I don’t remember, but whatever. Maybe I made the same mistake again—buying a game right after it came out of Early Access. Because if there's one thing I've noticed about Early Access, it's that games that come out of it still need at least another 1 to 2 years before they're really finished. Now I’m really in the mood to play the first game again.
有待打磨。战斗部分内容太少,重复度高,boss初见还可以,但是你这个游戏是需要反复刷boss拿材料的,所以就太拖沓了。
Just to be clear from the beginning. Yes this game has not that much in common with the original Moonlighter. I was disappointed because of that in the beginning, but while playing more and more I started to enjoy the game. When looking at it as its own game without expecting it to be more of the same as the previous game, it was pretty fun. Not a huge fan of the perk combat system, but the shop mechanic and loot collecting with the artifacts and curses was really enjoyable.
To jest 20% gry w grze.Bossowie w ilości 6 irytujący z mechanikami nie fair.System ekwipunku to kolejny element z którego zrobiono irytujący niesatysfakcjonujący młynek.Rozumiem padnij powstań - ale tu nie ma żadnego powodu żeby sie starać.Swietnie tez ze mechanika odnawiania mixtur jest umieszczana zawsze na początku map.Nie będziecie sie tu dobrze bawić - tak postanowili twórcy.
I am so pleasantly impressed by this sequel, most of all by the inventory management stuff. Most items have some kind of curse that prompts you to carefully plan the layout of your backpack for the best treasure quality. Tickles my brain in a wonderful way.
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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