
Moonlighter is an Action RPG with rogue-lite elements that demonstrates two sides of the coin – revealing everyday routines of Will, an adventurous shopkeeper that secretly dreams of becoming a hero.
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.
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): 31.14/day in the week to Sep 3 → 27.57/day in the week after.
About
Since launch, Moonlighter has received a wealth of updates—from quality-of-life improvements and balance tweaks to major roadmap additions. The current version expands the original experience with new mini-bosses, gear, over 100 new room layouts, Companions, deeper lore, and a New Game+ mode packed with fresh challenges.

During a long-passed archaeological excavation, a set of Gates were discovered. People quickly realized that these ancient passages lead to different realms and dimensions – providing brave and reckless adventurers with treasures beyond measure. Rynoka, a small commercial village, was founded near the excavation site providing refuge and a place for adventurers to sell their hard-earned riches.
Moonlighter is an Action RPG with rogue-lite elements following the everyday routines of Will, an adventurous shopkeeper that dreams of becoming a hero.
While conducting your business in Rynoka village, you can put items on sale, set their price carefully, manage gold reserves, recruit assistants and upgrade the shop. Be careful though – some shady individuals may want to steal your precious wares!
Defeat various enemies and bosses, and revel in challenging and deep combat mechanics. Masterful control of your weapons, critical timing, careful positioning, and an understanding of your enemies and environment are crucial to your survival. How you battle your enemies is up to you.
Get to know your neighbors as you restore the prosperity of this small commercial hamlet. Help establish new businesses and watch them grow in the idyllic community of Rynoka.
Understanding the crafting and enchanting system is essential for your progression. Interact with the villagers to craft new armor and weapons, and enchant existing equipment. This creates a great deal of flexibility and spices up the way equipment is used.
Access strange worlds through otherworldly gates and collect valuable items from exotic civilizations: resources, weapons, armors and peculiar artifacts. Hoarding everything won't be possible - use the unique inventory system wisely to take the most profitable loot with you.
Gates lead to different worlds. Each run is unique and forces you to make smart and calculated decisions. You never know what you will encounter next – that’s why you must be prepared for everything.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, 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 | $19.99 | 24.5Kreviews | 81% | — | $9.1M |
| $19.99 | 4.4Kratings | 87% | — | 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 2129 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
还行吧,7.5分。模拟经营类肉鸽初玩确实新奇度很高,剧情也还有意思,画风也很喜欢。但是整日上四个关卡和DLC重复度在40%左右且探索过程诅咒物件占格子整体体感有些差扣1分,整体材料交互性全在铁匠那并且每个地牢就是个套模板循环的膨胀感官有点一般扣1分,操作上我个人用着比较难受,尤其是没用枪碰到大史莱姆简直是折磨扣0.5。把DLC一起玩完应该还要四个小时,作为我对steam游戏一块钱一小时的评价标准我可以给个好评。
Me parece un juegazo. Es breve, pero su precio acompaña. La historia está guay, las distintas mazmorras cambian las mecánicas de combate y te obligan a adaptarte y priorizar a quíen eliminar primero. Los jefes no son complicados, sobre todo si vas bien equipado, por lo que para mancos como yo es perfecto. Merece totalmente la pena.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.5/day in the week to Jul 21 → 2.6/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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, Spanish - Spain, Simplified Chinese, Japanese, Polish, Russian, Korean, Portuguese - Brazil, Italian, Turkish +1 more
| $19.99 |
| 3.6Kratings |
| 74% |
| — |
| not modelled |
| $2.99−85% | 622ratings | 84% | — | not modelled |
| $24.99 | — | — | — | 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 2.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Controls are so clanky it takes out the fun...
Отсутствие нормального управления мышь+клавиатура - огромный минус... The lack of normal mouse and keyboard controls is a huge minus...
не
This game is charming and captivating. The loop feels great - delve as deep as you can for the best loot, without overdoing it, then spend the day cultivating a little shop and trying to figure out the best value for those items. Little QOL features like tracking items I need for crafting from the dungeon are spectacular, I'm blown away by the quality of this little game and I look forward to seeing what the sequel expands on
Yeah, nah... I tried; I honestly did, but after the 19 hours of playtime (should've stopped way sooner; this is something I really need to learn to do) I realized the problem wasn't me but the game. It has a good idea; you have two actions per day (once you do the two actions the time will progress to the next day): during day time you can either open your store or go to the dungeons while during night time you can either sleep or go to the dungeons — you can mix those the way you prefer: store and sleep, dungeon and sleep, or dungeon and dungeon (game do say the dungeon during day time is easier than night time but I honestly couldn't see the difference). The inventory management system is also pretty good. Some items will be "cursed", like, one of the types of curses will delete the other item in a specified direction (like, cursed item will delete the item to its left side), so you really need to think of where you're placing the loot. Cool art style, but not that many enemy variety. The dungeons are also quite short: only five dungeons, each containing three randomized levels with a boss at the end (I only played up until the end of the third dungeon, so I'm assuming the other two follow the same pattern). Take this with a grain of salt because I didn't finished the story, but it seems it's not complete (based on a Reddit post I saw): you need the DLC for the conclusion of the story (idk... if that's true, then it's a bit scummy; a DLC should provide and extra story instead of the conclusion of the main game's story). Now the really bad part: game's bugged. You can craft weapons/armors and then enchant them to make them stronger, but every time I enchanted a piece of equipment their icons would turn invisible, which makes it hard to manage the inventory if all of your equipment's icons are missing. The main way of dodging enemy attacks is by rolling. Multiple times I was able to roll out of bounds — I rolled past the levels' limits with no way to come back, requiring to abandon the run and restart the dungeon from the beginning. Some enemies shoot projectiles. At A LOT of instances I saw them facing one direction but the projectile was shot to another — like, enemies facing downwards but the projectiles were shot to the left side. If you like gambling, play Sword & Shield. Game has 5 weapons (if I'm remembering correctly) and Sword & Shield is completely unusable; the shield is simply unreliable. Some times the enemies attacks will be blocked and sometimes the same attack will go straight through your shield and hit you — I'm pretty sure this game doesn't use a parry system (like Dark Souls) for the shield because I also tried that with the same results: both holding down the shield button AND only pressing the shield button when I also about to get hit would be a gamble if the attack would be blocked or not. One time a boss froze at the last hit I gave, preventing me from progressing because the next room only opens when the boss gets defeated, so there's also that. Plus: some enemies get stuck in walls, preventing them from moving and attacking. There's a mechanic to safely leave a dungeon and then come back to it at the same spot you was by paying a certain amount of gold. Multiple times the audio got "muffled" when I came back to the dungeon through this system. This is minor but, still...: there's a mechanic to identify artifacts in this game but, sometimes, I would identify them but the item would remain with the "non-identified artifact" icon. If I closed the inventory tab and re-opened it, it would update (same happened to other UI elements: they would be frozen at a certain state and quitting and re-opening the tab would update it).
Got it for free and it isn't even worth that. This game is a frustrating grind and artificially difficult. The base controls are terrible. If you want to play with the keyboard it uses WASD for movement and J & K for attacking. Awful. It warns you that it plays best with a controller. Really? You can't attack diagonally but you want me to use an analog stick? Why? Controls can be re-assigned but they all have alternate functions that can't be changed. A function you want on a certain button of key for when you are fighting in a dungeon may be in a poor spot when moving items around in the interface. Which you do A LOT. A big part of this game is inventory management. Both while dungeon diving and managing your shop. Items can only stack in units of 5 or 10. Items you get from chests often have special conditions on how you can place them in your backpack. Some items can only be placed on the sides, or the bottom, or will destroy an item they point at when you leave, or aren't revealed until you leave. Items with a condition can't be stacked with a normal item or an item with a different condition. So you constantly have to play musical chairs in your backpack. Once you run out of space, and you will because you can't upgrade your carrying capacity, you spend a lot of time reviewing items to see what you can dump. While it does give you some gold for dumping items the process is still annoying and serves no other purpose than to make you have to come back. Which you will have to do over and over and over. Because the dungeon is randomly generated you basically lose all progress unless you want pay extra gold to create a door that allows you to pick up where you left off. Once you get to your shop it is no better. You have to manually price everything and then gauge how close you are to the ideal price based on the emoji the buyer makes when they buy or snub the item. The problem is items can vary extremely widely in price. In the first dungeon some things are worth 6 gold while others are worth 2,750 gold. You have no clue what is what until you sell it. Or look it up online. I stopping playing most of the way through the third dungeon and it gets worse the higher up you go. Some items there are 110 gold while others are 16,500. When customers buy things they buy the stack. You then have to walk over and restock it manually from your inventory. This is tedious and boring. Especially because you only have some many places to display items in your shop. While you do unlock an employee that can run the shop while you are dungeon diving they take a 30% cut. Not that you will ever but short of money in this game. Every time you go up a to the next dungeon all the materials you collected from the last one are basically useless so you can just sell everything. Too bad selling is boring and tedious, as mentioned. Then there is the dungeon. Once I was into the third dungeon and realized there really wasn't any variety to the whole thing I uninstalled. Its all grid based layouts like the dungeons in Zelda for the NES but randomized every time you enter. There are a limited number of base enemies and everything else is just a variation on that. The forest dungeon (level 2) enemies are just the Golem dungeon (level 1) enemies with a plant theme and different attacks. Same with the Desert dungeon (level 3) but now with a fire theme. Dungeon level 4? Tech theme. Boring. The difficulty gradient is also terrible. You will fight some enemies that you can kill in one hit and do little damage and the next room over you will fight an enemy that will absolutely rip you apart. Oh, and there's thee of them in the room. Lovely. Which brings us to the artificial difficulty. You can't attack diagonally. You can move diagonally, your enemies can move and attack diagonally, but you can't. This makes lining up shots difficult. Especially when many of the rooms have obstacles that are arranged on a grid. Why did they do this? To make it artificially difficult. No other reason. Why can't you stack items deeper than 5/10? Just to make it harder. Why can you never upgrade your backpack? Just to make it harder. Why can your shop only display a very limited number of items at once? Just to make it harder. Why does an unkillable monster that can murder you in one hit spawn when you've been in the dungeon too long? Just to make you leave and have to come back. They want you to grind and grind and grind but make as little progress as possible. Does the game look great? Yes. The sound and music are also on point. The theme is interesting and you can also clearly see their inspirations. It all seems like a solid indie game until you play it. The gameplay loop just isn't fun. The shop side of things is boring and tedious. The dungeon side is just a grind and you seen all these is to see after the first level.
本来是冲着地城探险+经营小店去玩的(战斗探索结束交任务卖东西那很有异世界感觉了),结果玩下来...交互和战斗手感差劲就不说了,这按键设置逻辑简直一坨啊,只是想把翻滚绑到A键(手柄)竟引发了一系列奇妙的连锁反应?? ①游戏强制把交互键和菜单确认键捆绑,如果场景交互设为X键则整个游戏的确认键也变为X;②交互键必须和攻击键设为同一个键,否则其它操作会直接把交互行为覆盖掉(比如打开背包设为X,交互/确认键也为X,那想和NPC/宝箱交互就会直接变成打开背包,除攻击外的所有按键都是这样);③但是就算把交互设为攻击键,移动时按下也会变成移动攻击,想要交互必须先精准地走到目标跟前并停下,然后按下攻击;④另有两个菜单操作键,返回键和退出键,返回是返回菜单上一级,退出是直接退出菜单,我就说退出操作也就是多按几下返回的事,多出个按键占位直接把键位设置给毁了;⑤菜单操作搞了个无用的神秘退出键,人物操作反而少了个可用按键(菜单有8个可设置按键把手柄按键占满了,人物操作则只有7个),你但凡把交互键和确认键分开,交互放人物操作逻辑那,确认放菜单逻辑那呢?
不好玩,怎么那么不好玩啊
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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