
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 | 3.2Kreviews | 81% | — | $2.5M |
| $29.99 | 630ratings | 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 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Лютые фризы в игры, 0 оптимизации
知道快到boos了然后一背包宝贝的情况遇到bug是什么心态么?返回标题再进直接回到开打前,20多分钟白打
閃退太嚴重,8小時遊戲時數大約有3小時被閃退掉,沒有中斷save,經常要重新遊戲。很差很差的體驗!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5M | 1.8K | 85% | $59.99 | |
| $2.5M | 3.8K | 72% | $19.99 | |
| $2.5M | 3.5K | 64% | $19.99 | |
| $2.5M | 4.3K | 75% | $19.99 | |
| $2.5M | 8.6K | 81% | $9.99 | |
| $2.5M | 2.9K | 77% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7M | 17.3K | 82% | $19.99 | |
| $639K | 1.5K | 83% | $9.99 | |
| $15.2K | 174 | 78% | $4.99 | |
| $54K | 164 | 64% | $14.99 | |
| $550 | 2 | 100% | $9.99 | |
| — | 0 | — | — |
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great Game, worth every penny
a fun game but not as great and fun as moonlighter 1, lots of bugs and poorly optimize. Granted my PC ain't that great but still
個人沒玩過一代,就整體來說,遊玩性還行,願意給個好評,但是缺點太明顯有些可惜。 簡單提優點部分: 1.很吸眼的美術風格,畫面非常漂亮,每一類型地圖關卡都很有特色 2.戰鬥方面有多種武器、槍枝可以選擇;商店經營也有多個功能性家具和buff加成可戰略性使用 3.部分裝備須從隱藏地圖取得。隱藏地圖不難找,稍微仔細觀察地圖環境就能看出道路 好了,再來就是不得不提的缺點: A.戰鬥設計- 多數中後期的武器都有自己的爆發輸出手段,但是很明顯都缺乏控場的機制(除了戰場上看buff或其他系統取得之外),偏偏怪物很多中遠程都能從遠距離攻擊你,常見的情況就是:好不容易疊到了要武器輸出爆發的時候,還沒來得及輸出就被排山倒海的攻勢打斷,怪物多又缺乏有效控場是整體戰鬥體驗很不爽的一點 B.肉鴿buff-多數加成的設計趨向於單一,例如針對特殊攻擊或槍枝的弱化以補強遺物的品質等等,這讓許多針對特殊攻擊為主輸出的武器、槍枝等變得相對雞肋,且諸如提升怪物血量等負面加成的代價實在太高,攻擊數值又沒來得及提升,導致整場戰鬥時間容易拉得很長。 C.遺物轉換設計- 當前正式版的主題地圖就三類,但是遺物轉換上撇除風島的吸收設計,另外兩種的攻略上過於相似(一個靠過載、一個靠燃燒)。整體遺物的交互設計缺乏可玩性和多樣性,讓背包空間管理這一塊變得有些可惜,除了新增遺物玩法之外,或許可以讓一些遺物變成是戰鬥體驗加成的一部分,藉由交互作用達成戰鬥的質變,可能不失為一種改動方向。 D.任務引導- 對於隱藏寶藏的引導提示不足,我到遊戲幾乎全破,特別去查攻略才知道有隱藏路線這一回事。 E.地圖關卡- 前面提到,整體來說目前只有三大類,每一類簡單、困難兩個,共六種關卡,但感覺還可以再多個一到兩類關卡。另外結尾的BOSS雷聲大雨點小,不知是不是有第三代的可能?一個QTE就沒了,純當動畫看有點空虛,至少來個隱藏的第四關BOSS戰也好。 F.材料轉換- 到中後期,想提升武器、裝備、槍枝必須消化材料,金錢基本上完全不缺,偏偏特定材料無法靠金錢交換,只能用特定且同樣不太容易取得的材料來換取。
Great game. Didn't notice that I have been playing for hours. It's been a while since I played a game this long. Can't wait for the next update upon full launch. Just hoping it also be availble in Mac.
game is addicting, a lot of new mechanics were introduced and I'm pretty happy with a sequal
Tiene bajadas grandes de FPs y los tiempos de carga son considerables. Necesita un parche para la optimización.
So, I think the early-game is good, and if you're a casual player, there's a good amount of content to enjoy. Having said that, I think mid-to-late game is an absolute mess balance-wise, and it stems from one major issue: BONUSES ARE ADDITIVE. This game has a lot of cool systems that can boost the sale price of relics: item quality, shop perks, shop furniture, bloblets, aromas, etc. They all require upgrading and customization, and that all sounds good in theory, but the execution is, honestly, so surprisingly imbalanced I was certain I was doing something wrong. The issue with all these systems is that, again, the bonuses they provide are ADDITIVE, and the reason why everything falls apart is because item quality becomes the ONLY bonus that matters. When you're getting +500% sale price from a relic (meaning it has 100 quality points), I assumed that selling it from a pedestal that gives a +20% bonus that I would get a 500% * 1.2 = 600% bonus. But no, you get 500% + 20% = 520% bonus, which is obviously a lot less. Once you hit mid-game, you're easily getting 100 quality points on your expensive relics. By late game, you're getting 1000's. Getting a "legendary" shop perk and adding a 50% sale bonus to all relics, when your relics are already getting a +20,000% quality bonus (so a +20,050% total bonus), is just worthless. Watching your relic change in price from 500,000 to 501,250 after getting a "legendary" perk feels really bad. So what does this mean? By late game, the entire shop perk system you grinded to upgrade? Worthless. The bloblets you painstakingly saved? Worthless. The furniture you meticulously placed? Worthless. The entire aroma system? Worthless. By mid/late game, I stopped using all of those systems. I didn't even bother activating shop perks, because increasing my relic prices by <1% wasn't even worth opening the menu to make the choice. Merely having the bonuses stack multiplicatively would have saved these systems from being useless. I get that to do this now, everything would have to be rebalanced, and at this point it probably isn't possible without a major overhaul. But I'm surprised this didn't come up in Early Access? Isn't that the point of Early Access? This is maybe the first time I've ever played a game and so desperately wished I had participated in Early Access to bring these things to light before release :( As a dev myself, I'm bummed out by the wasted potential here. I think I'd still recommend the game on sale, especially to more casual players who aren't trying to max every system. Stacking bonuses early game was fun (when they all somewhat mattered), and the combat bones were good enough. I just wish the mid/late game held up.
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.