
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 | 648ratings | 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 933 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
タイク許すまじ 数か月前の話ですが、タイクのHPが1/4程度になると、こちらの攻撃の届かない場所から延々と薙ぎ払いビームを放ってくる(雑魚的の召喚も無い)という無敵ムーブをかまして来るので倒すのが不可能でした。 そこからアプデも複数入り、今度こそタイクを倒してやろうとゲームを再開。タイクの行動パターンが変わっており、無事に倒すことに成功。しかし喜びも束の間、帰りのゲートが四角形のステージの右上にあるのだが、見えない壁のようなものに阻まれてゲートにたどり着けない。ペンダントも使えない状況のため、仕方なくリセット。再起動後はもちろん村に強制送還されタイク撃破の報酬分は無かった。 ゲーム自体は面白いので製品版が出てからまた遊ぼうと思います。タイク許すまじ。
[b] 如果遇到闪退,验证完整性,重新安装等可能修复 [/b] 喜欢轻度肉鸽战斗,轻度家园建设,卡通画风的可直接入手 [b]整体流程 [/b] 下关卡,打怪,拿奖励,回家设置价格卖物品,拿钱和资源换升级 +动作,美术流畅统一 +体验平滑 +战利品效果互动,算为了收益解谜,随机性导致反馈不太稳定 -同质化怪物,流程,堆怪容易疲劳 -玩家策略不够深入,关卡路线分支差别设计不明显 -商店阶段NPC识别行为墨迹,空的展柜还会有NPC动作动画很搞笑 -价格设定一部分需要口算增加收益,次数多了会无聊,并且手柄操作比较繁琐 [b] 期待 [/b] 副本的玩家策略参与更多,进而BD更多样,多种伤害效果等 一个结点几个动画就专门选个伤害还是太墨迹了 更丰富的家园建设和收集系统 商店系统NPC行为优化,玩法目前还是设置价格等卖出太单一了,主要还是墨迹 敌人变化相对于重复流程还是太少了,起码外观改一下也会好一点,精英怪就一个发红的特效和取消硬值,Boss重复击杀也没有看到变化
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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 937 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Addictive loop of fighting, looting and selling. It's fun when you have a run with synergistic perks and feel op. It's fun when you return from the dungeons with incredible loots and see your balance go up
It is different from the first game and while it does some stuff worse, it also adds a bunch of new fun stuff which lets you have a fresh experience with the same core gameplay :^)
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
bastante recomendado, si bien es cierto que se vuelve un poco repetitivo despues de varias horas no me parece mal se sabe que clase de juego es igual hasta donde se tiene pensado que llegue contenido a futuro
sem palavras
A truly fantastic game! Highly recommend!
更好的画面,更生动的动作,更多的肉鸽技能搭配。EA阶段内容还是比较少,希望可以多给几个地图,boss的设计希望也可以更好。地牢内物品价值叠加的系统很值得玩味。现在唯一让我难受的就是闪退,6个boss车轮战打完第五个给我闪退了,导致从头打一遍。单个地牢通关准备打竞技场又给我闪退了,一整局技能搭配全作废。这两个事情导致我非常难受,出现以后就直接关游戏了,希望制作组可以加个地牢内保存的系统,不然打到一半了要么必须离开要么打通关,闪退了也可以重新回地牢。总体来说还算是好玩的吧,希望可以快点出正式版。
A genuinely fun, bright and inventive sequel to the original. I have been having a fantastic time playing against the diverse enemies and the three dungeons to explore are very fun. When I saw the shift from the unique 8-bit design of the original to the new 3D look i was worried. but it maintains and builds on the vibe of the original excellently. the changes it made to the combat and shopkeeping are all positive and make the gameplay loop addictive. I love every weapon, armor and patches added to give the gameplay more flair and provide countless ways to approach battles there are a few negatives however, first off the gameplay loop can feel fairly boring after you get your weapons and armor to a certain level. When i hit around the 40-50 hour mark (which is still very impressive for a smaller scale game) I felt ready for something new aside from collecting recipes, bloblets and the same three dungeons. I would like the bosses and attatched dungeons to feel a little less artificially lengthened and rather a challenge of skill because after the tenth time through you start to notice the increase of challenge is really only the damage the enemies do and their health and the bosses are just longer health bars and stalling until you can get a hit in I understand the game is still currently in early access. So I am certain most of the issues I have will be resolved or changed in the final version. So take all negatives with a huge grain of salt. I genuinely enjoy playing this as a comfort game after a long day of work or playing multiplayer games with buddies I am having so much fun and it is so cool seeing a developer increasing their production value this much for a sequel and it shows how much love they have for games and it makes me certain they are working on improvements or fixes for any issues people find or have with the game. It is definently worthwhile even in early access. until you get to a certain point and exclaim in sadness at 1am because you forgot the game was early access and now have to wait for more amazing content D: highly recommend, cannot wait for more
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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