
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 | 625ratings | 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 824 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I agree with the other reviewers in the fact that this does not have the same draw as Moonlighter 1. I currently have only played an hour of the game, so I'm going to continue at least for a little while to see if any of the later elements catch my attention. My biggest problem, and the reason I am writing this review, is that when starting over from dying in hardcore you have to do the entire tutorial again. So not only is it a kick in the teeth that you lost your game, but then you have to spend 10 minutes to even start playing again.
Major performance issues on desktop and steamdeck alike, the stuttering is so bad out of the box, its unplayable, it somehow is worse at 1.0 then the steam deck EA launch, and the steam deck struggles to begin with.
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 828 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Enjoying the 2nd Moonlighter far more than the first. The concepts are the same but the execution of the combat is MUCH improved (ML1 combat felt very janky in comparison). The inventory management minigame is also much improved. I love storing up various items of a specific category, waiting for that one rare or epic to appear, and then creating a huge chain reaction that skyrockets their value. Eagerly waiting on the 1.0 release to start a new playthrough with whatever goodies they've added since I last played.
纯种傻逼游戏,无脑堆怪,全员远程,七八个飞天怪一起来,你枪就五发子弹。翻滚是没有无敌帧的,怪是全员会飞天遁地的,你就拿你那把破近战去打吧,一打一个不吱声,制作的人自己玩过吗?我可去你妈的吧
"Retarded"/rɪˈtɑːdɪd/: is a word that originally meant slowed down but it is now widely considered a word that accurately describes a person who gives a good game a negative review.
J'ai pioncer le 1 , J'ai acheté le 2 sans hesiter j'ai que 2h environ dessus et je ressens l'addiction de le finir et de continuer a prolonger le plaisir ! Hate pour la 1.0 je suis fan de licence et je suis dans le train maintenant. Le jeu n'a pas de grosse difficulté il est juste pas fait pour les joueur sans skill ^^ MERCI DIGITAL SUN !
I’m a huge fan of the first game, and the sequel definitely lives up to the original. You can confidently buy it at full price without waiting for a sale — you definitely won’t be disappointed. The game is accessible to everyone. If you’re struggling with a particular challenge, you can always grind, upgrade your character, and come back strong enough to absolutely destroy everything. I also really like how well-paced the gameplay is. Combat smoothly alternates with inventory management, where you sometimes have to stop and think carefully about what to keep and how to organize your items. Then you move on to selling your loot, which provides a nice, relaxing break where you can simply sort through everything and decide what to sell. The whole gameplay loop feels satisfying and well-balanced. Highly recommended!
Скучная игра, сильно уступает первой части, слишком много бесполезного гринда, мало интересных механик и боссы тоже слишком легкие
I played the first game when it was free, and that’s how I came across the second one. I enjoyed the first one, but I absolutely fell in love with *Moonlighter 2*. If you are familiar with the first part you already know about the combination of: roguelike + shop (merchant) mechanic. Compared to the 1st part, it's so much better. Instead of constantly throwing away the less valuable items, you combine/strategize your inventory by using the so called 'curses' to increase the value of other items. Moreover, you dont need to tediously grind for ressources in an barely changing dungeon. Because... every run is different, different perks, different weapons - the playstyle you choose for your next run and the randomized dungeon perks you can go for (every time you go into a dungeon the map layout is different but not hidden and luck based to go through) offer a lot of versatility. 18 hours in, so far and... I think the game does pretty well balancing with the combat perks you can have, and there is no "always try to fish for this one combination". Although with every roguelike obv there are better and worse perks. The balance between making progress and the game gatekepping new stuff is very good, I think. You not only need gold but also ressources to upgruade. But, the ressources you get inside the dungeon dont take up inventory space like in the 1st game (I hated that personally). Moreover, you unlock a lot of different NPCs and ways to improve your gear for runs. Performance-wise I didnt have any issues (well 2-3 laggs in 17 runs while playing on a non-gaming laptop, I wouldnt count that). I did encounter a major bug though, once in 17 runs but still: half my input keys were bugged. It occured inside the dungeon after looting a chest I was not able to go to the next stage (y button on controller was bugged, keyboard input also didnt work). Luckily I was able to teleport back with the pendant, but that didnt solve the problem. Since my controls were still bugged outside the dungeon. I was unable to manually close the game via the ingame menue - I had to ALT+F4 and pray for a quick safe. Both attack buttons + the pendant still worked, every other button was bugged if I remember correctly. Hope, this helps to fix the issue. Overall, great game - best solo roguelike I've played so far. Try the demo! If you like the game mechanics - trust me, the game won't get tedious. I would generally love to be part of testing or working on new updates, If you devs consider - let me know :D
I wish I could leave a neutral review. I've been hesitant to recommend this game because it is still quite messy, and I will state its problems, but I have also greatly enjoyed playing it and I hope that some of the underdeveloped bits will be fixed in time, or as it was with Hades 2 in the 1.0 release. The graphic update is interesting coming from top down 2D ML1. I feel like combat is the biggest hurdle to becoming a stronger game, there is truth that the game struggles to deal with being functional as a roguelite. The item and shop management are almost entirely improved from the first game. The character interaction and references in the game keep hitting and making me laugh, and I am interested to see where the story goes in 1.0. That said, plenty of the combat perk trees do not filter in ways that you can get perks that have mutually exclusive functions, some perks are also objectively not useful or have little to no use case, some weapons feel much more immediately useful than others, but most weapon permutations are not nearly as important as getting good perks, and while the different perk types are interesting and can be built in unexpected ways, you can also fail to get necessary perks and there are not enough of them in a run without having to forego treasure, so you end up making the same choices almost 100% of the time as far as dungeon progression, the only differences being how lucky you get for the specific stacks of perk rooms or other special rooms. The weapons themselves are also not balanced/some weapons are good on their own until you get perks while others completely depend on getting attack or special perks, and this becomes very prevalent by the end of any dungeon since the enemies get stronger the further you go. Edit: apparently there is a setting for auto-aim towards enemies, but this is not stated anywhere and despite regularly bringing it up in the server, nobody mentioned it. They have learned some lessons from Hades, but not enough, as Hades 1 and 2 have high visibility for enemies attacking to be able to respond appropriately (you can get used to animations, but some enemy wind-up sequences are visually subtle and currently there are bugs where attack animations become invisible), as well as boon/perk filtering based on what you have. In either Hades, each run is usually survivable and can have unique builds unless you have high difficulty modifiers, getting simple bad luck is less common. In this current build, it is too common to have a build not come together, and fortunately quitting the game and restarting the night resets which perks show up, and this is much preferable to having to quit a bad run and lose time. All the issues with combat aside, I only have a few issues with the shop, it is mostly really good. The timer for running the shop does not appear to increase sufficiently with a bigger shop and more items, and/or since you have abysmal item storage until you get more shop upgrades, somewhere in the middle level with 10 item pedestals is optimal for being able to sell a fully stocked storefront and place a full backpack's worth of inventory before closing time. The fully upgraded shop (currently) is maybe too large and the customers take too much time to traverse it, or we can store and stock so many items that it's not usually possible to sell full stock and an entire backpack in one run. Lastly, just as with combat, some shop perks and Bloblet upgrades, while cute, have little to no good use case and feel intentionally put in there as placeholders, but thankfully it is not hard to get shop rerolls. I will amend my review if 1.0 or subsequent updates amend these pain points.
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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