
Push the limits of your combat skills, and master new abilities to progress through an unforgiving nonlinear 2D world. Face off against the relentless darkness that seeks to destroy you. In Moonscars, every death is a lesson learnt—and as you overcome each challenge, new truths will be revealed.
Modeled estimate, not a reported figure. How we estimate →
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About






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 | $7.99−60% | 1.5Kreviews | 83% | — | $535.2K |
| $19.99 | 1.9Kratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
please ignore the negative reviews, this game is a stunning piece of indie art. While the story remains largely abstract in the beginning, the game does an excellent job with providing tid bits of lore as you progress. Theres a levelling system that resets with each death, rewarding you for staying alive for longer periods of time. The parrying does take some getting used to but like with every game the trick is to not panic and to learn the enemy movesets, they arent as complicated as it feels. Yes multiple enemy types in one room can be hard but so far i havent encountered anything that was too overwhelming. Moonscars also gives you a large skill tree with different kinds of skills for different playstyles--> paired with unique weapons you can choose for a special attack which makes combining your spells and special weapon effects to be very fun. Im having a blast with this game and the only negative thing i can comment on so far is that the translation could be a teeny bit more accurate, but nothing game ruining.
Holy crap-on-a-stick... people weren't kidding about mid-game. It's absolutely A$$. Early game is fine. It's even more than fine. It's fun! Then you get to the castle, and fun just jumps out of a 57 story window, while on fire, and being shot at with the sniper rifles from Halo. Parry window is completely fine. But then you get these enemies with a jumping/lunging attack, and the parry window wishes you good luck and peaces the f**k out. As if that's not bad enough, you're constantly getting ganked with two of those at a time; oh, and one of them is an empowered version. Of course it is. But that gank wasn't enough. No, no... you get some empowered guy throwing bombs at you (he explodes on death, btw, because why the f**k not), TWO of the jumpy guys, a shield guy AND some guy throwing spells at you. [i]Surely that's it?[/i] Of course it's not, because while you're trying to deal with that, you got spike traps. Yup, a VERY generous floor full of spikes. OH, and an elite version of the jumpy guy is waiting for you after that. My patience has about had it at this point. But that's not all... [i]Great, there's more??[/i] Yup, there's more. You finally find a save point/shrine/whatever. There's a cat nearby. You ignore the cat, and go to activate the save point. It's locked. [i]Wait... wtf, that's never happened before[/i] So you talk to the cat. "I want milk" [b]WTF!?[/b] I don't have any milk! I have to give the cat some milk to unlock this save point!? So I start exploring... because there has to be some god**mn milk around here somewhere, right? Dunno.. haven't found it yet, and my patience for this atrocious balance is nearing that point. It's very unfortunate, since I love the aesthetics. The story is actually interesting, and the combat is simple enough, but still has some depth to it. But man, everything after the early game is ROUGH. Might go back to it tomorrow and see if I can find that damn milk. Maybe I'll change my mind when I do. Edit: Found milk in castle, but cat is gone from castle. Tried to give milk to cat in burrows (ANOTHER locked mirror), and no option to do so. The Burrows f**king SUCK without a mirror, and I am done with this poorly balanced sh*tshow of a game. PS: it's got a World Tendency-ish mechanic from Demon's Souls, by the way. You know, that thing no one asked for.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil, Turkish, Ukrainian
| $19.99 |
| 1.9Kratings |
| 68% |
| — |
| not modelled |
| $19.99 | 369ratings | 90% | — | not modelled |
| $19.99 | — | — | — | 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 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Overview I just finished (or rather, was forced to stop) playing Moonscars. At its core, the game is an absolute blast—a stylish, aggressive 2D action-platformer with satisfying combat and a dark, atmospheric world. I made it through roughly 70% of the content and thoroughly enjoyed what I played. Unfortunately, a well-known game-breaking glitch abruptly ended my run. Despite developer responses and multiple suggested workarounds online, none of them worked for me. Players also note that the related ability is notoriously difficult to trigger reliably, and after trying every method, I had no success either. This remains a major oversight years after release. That said, I still want to give a fair overview of the game so potential players can decide whether the risk is worth it—especially if they happen to avoid the glitch. Combat Combat is the heart of Moonscars. It is fast-paced and rewards aggression, particularly against tougher and elite enemies. Parrying is extremely important for success, though it is entirely possible to clear the game by relying primarily on dodging instead. Doing so makes encounters more difficult, but it is viable. The core loop consists of dodging, parrying, attacking, and using “witchery” (the game’s term for spells). Defeating enemies yields Bonedust, the game’s equivalent of souls. You spend Bonedust to unlock new witchery spells and purchase amulets from merchants. At any time you can equip two spells, three amulets (which provide various buffs and debuffs), and one special attack. The spell variety is strong, and most options feel useful in different situations. Progression and Systems The game is largely linear and rarely forces significant backtracking. Dark Mirrors act as checkpoints. Most unlock simply by reaching them, but two additional methods exist: - Some remain locked until you find milk and deliver it to a specific NPC cat nearby. - Others can be unlocked by using a mould, which teleports you back to the main hub; returning to the Dark Mirror then requires defeating a doppelganger. There are light roguelike elements. Enemies grant EXP, and reaching certain thresholds lets you unlock temporary extra buffs (improved healing, reduced ichor/mana cost, higher critical hit chance, etc.). You can only hold a limited number of these. On death you lose both your collected Bonedust and the extra buffs. Retrieving your Bonedust does not restore the lost buffs—you must re-earn them. This system feels somewhat out of place; the temporary buffs rarely feel decisive enough in combat to justify the added friction. The game also features a world-tendency mechanic. Dying shifts the world into a “night” state that spawns tougher enemies. You can clear this state by spending a special collectible item at a Dark Mirror. Difficulty, Story, and Presentation Overall difficulty is quite low. I defeated every boss I reached on the first attempt. The story, however, is hard to follow. Even after re-reading available text, I still had little idea what was actually happening. Visually and atmospherically, Moonscars is excellent—beautiful, dark, and cohesive. Final Verdict Everything good about the game is ultimately overshadowed by the unresolved game-breaking glitch. I never reached the final zones or bosses because of it. Without that issue, I would rate Moonscars an easy 8/10. A game-breaking bug that still exists years after launch is unacceptable. If there were a reliable way to guarantee the glitch would not occur, I would recommend the game without hesitation—it is genuinely fun. In its current state, however, I cannot recommend it.
Moonscars Moonscars foi uma experiência que me surpreendeu do início ao fim. O jogo entrega uma atmosfera extremamente única, combinando um visual artístico que lembra pinturas a óleo com uma pixel art rica em detalhes, criando uma identidade visual marcante e diferente de tudo que já vi. Essa estética sombria e melancólica é um dos maiores charmes da aventura e faz com que cada cenário pareça uma verdadeira obra de arte. A história também merece destaque. O universo do jogo mistura elementos filosóficos, religiosos e de fantasia sombria de uma forma muito criativa, construindo uma narrativa envolvente e cheia de mistérios. Aos poucos, o jogador vai entendendo esse mundo peculiar até chegar ao confronto contra o Escultor, uma batalha que representa o ápice de toda a jornada. A jogabilidade é outro grande ponto forte. Os combates são rápidos, precisos e extremamente satisfatórios, principalmente graças ao excelente sistema de parry, que recompensa o domínio da mecânica. Além disso, a variedade de amuletos, habilidades e melhorias permite criar diferentes estilos de jogo, tornando cada progresso ainda mais interessante. Por unir elementos de soulslike e metroidvania de forma tão natural, Moonscars consegue criar uma experiência própria, incentivando constantemente a exploração, o aprimoramento do personagem e a superação de desafios. Tudo isso é acompanhado por uma trilha sonora melancólica e envolvente, que complementa perfeitamente a atmosfera do jogo e torna cada momento ainda mais memorável. No geral, Moonscars foi uma das melhores experiências que já tive no gênero. Sua direção artística, narrativa diferenciada e combate extremamente satisfatório fazem dele um jogo único, capaz de prender a atenção do início ao fim e deixar uma forte impressão muito depois dos créditos finais. -------------------------------- ⚜️ ANÁLISE GERAL ⚜️ Gráficos: Incríveis Jogabilidade: Excelente Dificuldade: Difícil Conclusão: Muito Alta História: Espetacular "Poucos jogos conseguem construir uma identidade tão marcante quanto Moonscars. Entre sua estética inspirada em pinturas a óleo, uma narrativa cheia de simbolismos, combates intensos e uma trilha sonora melancólica, cada momento da jornada transmite uma sensação única. Foi uma experiência memorável e, sem dúvida, um dos melhores metroidvanias com elementos soulslike que já joguei." 👑✨
There are no saves. If you do a quest wrong (which there is barely or no any explanation for) you are locked out permanently and have to complete the ENTIRE game over again. The game is mostly linear and I was trying my best to do see the whole story, now I cant. Would not reccomend
At first, the pixel art catches the eye and the combat is quite fun, but after 3–4 hours you realize that’s pretty much all the game has to offer. It makes a good first impression, but quickly becomes repetitive and monotonous, with uninteresting environments that feel copy-pasted together to form a so-called “cohesive” map.
[h3]艺术风格和游戏机制似乎没平衡好。[/h3] Metroidvania,好吧,其实更偏向类魂。一周目流程7小时左右,做了全收集在10小时左右。 [b]剧情[/b] 剧情背景大概讲的是一个雕塑家奉国王的命令用粘土和骨粉早复制人,结果不出意外的给自己造出了一堆活爹。玩家角色是一个叫灰厄玛的粘土复制人,她的意识在不同的复制体之间转移。 中间也会碰到一些角色,有些是已经毁灭的王国的人,有些是女主的故人,通过剧情与角色的对话我们能了解到这游戏的主题——在黑暗的世界中追寻自我。 剧情神秘感很足,表现形式很有戏剧感,和大多类似的游戏一样要从人物对话和物品信息里拼凑出背景和故事线,有种“清晰呈现的浑浊”的感觉。 嗯,说明白点就是看不懂,就像从十几集开始看连续剧一样。 角色之间的互动和对话基本没什么铺垫,而且个顶个的都是谜语人,通常一段剧情过完基本记不得npc叫什么说了什么。 再加上机翻满满的中文翻译,别说看懂了,我都想直接skip了。直到二周目有些地方我还是一脸懵。 [b]视听[/b] 美术风格可能是本作最大的优点了,像素图十分精美且动画流畅,像素绘制的像是一幅油画一样。游戏大量运用了黑、白、灰、棕等暗色调加上只有鲜红的亮色营造出黑暗并且阴郁的氛围。 音效很到位,配乐就很一般了,没什么感觉。 [b]游戏体验[/b] 游戏说是Metroidvania,也就是类银河恶魔城,但是实际游玩并没有那种感觉,游戏流程线性又紧凑,地图几乎一本道基本找不到岔路,没太多要探索的地方。探索能力只有中后期能拿到的一个空中冲刺,可以让主角跨越大坑直达对面,但是操作很别扭限制很大,除了剧情主线道路之外能用到的我也就想到一个隐藏的耳环。 战斗系统方面主角基础性能很高,手感也不错,闪避流畅,弹反判定也很宽松。 战斗核心资源是一个类似法力值的叫灵液的系统,可以用来使用能力和回血,而通过攻击是可以回复这个灵液的,所以战斗并不需要太多拉扯,直接上去砍就完了。这也导致游戏虽然后期粪怪一堆但是难度并不高,通关也没死几次。 但是游戏又有一个类似《恶魔之魂》中黑白世界的设计,主角死亡几次会出现“月饥”状态,这个状态下敌人更强,世界更危险,有些收集品也只会在这个状态出现,但是似乎没什么提示,加上前面说的我直到最后也没死几次,所以我是在打到最终boss前强制进入月饥才发现要收集,不得不重新跑一边图。 游戏还有点肉鸽元素,击败敌人升级可以从几个增益里选一个,最多五个,但是死亡了会全部丢失,看上去好像让线性的流程增加了多样性,但是如果打boss的时候死了呢? 还有个十分没存在感的副武器系统,一共六种,但是每种武器都有着超长前摇且就一个动作,所以我都把它忘了,△最轻松的一集。 敌人设计种类不多,后期打的都是一样的敌人,就是血多一点。boss战也没多少,打起来都还算有趣,只不过没什么亮点。 [b]补充[/b] 1. 游戏有很多粗糙的地方一眼就能看出是后期改动和新加的功能。 2. 小地图功能很烂,不能缩小,上面显示的图标有时候也不对。 3. 全成就要打两个周目,没有NG+,通关读档会回到最终boss前,成就应该可以通过备份存档来做,如果可以的话需要备份两次。 4. 设置有支持DS手柄的选项。 [b]7.2/10[/b]
Nope - great start but MID GAME SUCKS - couple hit and ur dead - the game is fun til mid to end game about 15-20 hours of decent-ness lol 4/10
Ultimately, I rate my experience with this game as positive. I enjoyed the atmosphere and narrative, which made it enjoyable to play, but unfortunately, the gameplay itself is mediocre (combat, exploration, abilities, progression are all mediocre) and is further dragged down by the absolutely abysmal death system. In this game, not only do you lose all your currency upon death (which I have no problem with), but death also resets all bonuses you've earned through leveling (which is completely unacceptable). After a few hours of playing, I started wondering "where are my bonuses?" and it turned out I was losing them with each death, making this game some kind of metroidvania roguelike, with only a few permanent upgrades that are very rare. 5/10
По началу затягивающая игра, с красивым визуалом, но с каждой новой локацией становящаяся всё хуже и хуже. Это не метроидвания. Всё поощрение за исследование преподносится в виде местной валюты, которую уже не на что тратить к середине игры и амулетами, которые разбросаны в количестве нескольких копий по всей игре, также часть из них можно приобрести у торгашей. Способностей практически нет, одна буквально просто открывает проходы одной кнопкой, а другая дико не удобная в использовании, всё их действие ограничивается куда-нибудь пройти/забраться. Игра максимально линейная на сколько это возможно. В плане сложности крайне простая, про боссов кроме визуала и говорить не стоит, я умер лишь один раз и то из-за того, что я не понимал, что вообще происходит на экране. 95% смертей будет приходить от ганг атак, миллион противников, частые не избегаемые арены будут с вами вплоть до конца прохождения. Также у гг крайне долгие анимации и кд не подстать быстрым противникам, а ещё учитывая их количество напрашивается вопрос, почему я могу использовать повторно дэш, только спустя полторы секунды? Но зато тут дико дизбалансный хил, который можно использовать в любой ситуации, могу представить количество дропов игры после первой локации, если бы анимация была такая же долгая. Последняя локация, это пик импотенции геймдизайна, ни одного нового противника, реюз всех раздражающих чмонь с выкрученными до потолка статами в купе плохого дизайна уровня. Прям видно, то ли денег не хватало, то ли желания или дедлайны поджимали, чувствуется скомканность всего. Непонятные диалоги и текста, которые пытаются скрыть простейший сюжет. Но сюжет не на первом месте, когда я захожу в подобные игры, хотя если он хорош, то он будет способен вытянуть даже такую игру из говноямы. Квесты это прикол, они устроены по типу принеси то не знаю что, иди туда не знаю куда (тут либо первое, либо второе, спасибо хоть на этом). Не знаю, что могло произойти, но персонаж по одному из квестов просто не появился, когда я сделал последний этап по его выполнению, видимо повлиял какой-то диалог не в том месте, не в то время с другим персонажем, точной причины так и не понял. Плохой дизайн достижений, если вы делаете ачивки с выбором, где вам нельзя выполнить все квесты за одно прохождение, то хотя бы сделайте НГ+ или хорошую игру, чтоб было желание пере пройти её. Есть разнообразие в виде местной магии, почти каждая показалась полезной, хотя думаю в основном спросом будет пользоваться магия с автонаводкой и спам заклинания. Про вспомогательное оружие быстро забываешь, большая часть не особо удобна в использовании или вы просто потяните время, когда использовать магию или стандартную атаку для расправы было бы куда быстрее. Вариаций основного оружия нет и его мувсет крайне скудный. Есть геймплейная фишка "кровавая луна", позволяющая выбирать разные бафы по статам с последующим убийством противников вплоть до пяти, пока не умрёте. Вариаций бафов несколько штук и нет ни одного который хоть как-нибудь сильно менял геймплей, что весьма жаль, ведь если бы эта система была доведена до ума, это могло бы стать визитной карточкой этой игры. Например, пожертвуй чем-то чтобы получить что-то или ослабь/усиль себя на первых порах, но со временем получишь противоположный эффект. Или что-то более оригинальное, за вами будет гоняться ваншотующий дух, но при этом ваша магия при использовании тратит в 2 раза меньше маны и т.д. Но увы, не дожали. Где-то я мог преувеличить, это не ужасная игра, но и не хорошая. Тут есть интересные моменты, но ни один из них не доведён до ума. Покупайте если вы уже прошли все хорошие мейнстримные метроидвании.
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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