
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
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。
Nice loop, great stylized art, smooth combat with have little bit of challenge. The combine of roguelike and shop sim works so well, it keeps you coming back for few rounds. hoping for more content in the future. A wonderful comfort game. Noice
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.
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
Tiene bajadas grandes de FPs y los tiempos de carga son considerables. Necesita un parche para la optimización.
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!
TLDR: A game with a lot of potential, brutally scoped down to fun but not particularly memorable little game, marred by crashes that kill motivation for engaging with what it has going for it. I really want to like this game more than I do. I waited until 1.0 to fire this up because I didn't want to suffer a drip feed of content for something I could really like. Having played this past week, it seems to have a solid core: running dungeons, choosing battle perks, selling your relics, and fun inventory management system where relics interact with eachother. Unfortunately everything seems to have been pretty brutally scoped down to a really shallow experience. Shopkeeping gets pretty flat quickly as there's not enough variability in the day to day. The battle perks lack breadth so the fun of chasing builds and synergy really doesn't ever materialize. The story aspect of the game is VERY light with nothing much happening in regards to characters, the main antagonist, and an ending that really felt more like: lets just put in something to wrap it up as economically as possible, rather than satisfying or even challenging. I understand that not every game needs to be huge with piles of content, but damn did the base of the game have the potential for so much more than is realized. Seems like such a missed opportunity. That said, for a fun LITTLE game, it isn't horrible. Unfortunately the big thing that pulls this down from "don't expect the depth of Recettear, but its fun for a bit" to a not recommend is the crashes. I've run into sudden, game exiting crashes about once every play session for the past couple days since 1.0 release. These crashes wouldn't be so demoralizing if crash recovery would put you back where you were in the dungeon with your bag inventory intact, but instead you find yourself kicked out of the dungeon loosing everything you were enjoying building up in your bag (this game's most engaging feature), with the section of the day also missed. The impact of the crash is so brutal that I've found myself really fearing investing much effort into the inventory for fear of randomly loosing that progress, and not engaging with extended runs as well. A really bad feeling after such a long EA period.
I really enjoyed moonlighter 1, and am having a blast with the 2nd now as well. New art style is beautiful, combat improved, still has the shop but feels less like a grind at times for myself. The shop not having a timer is such a nice touch, can actually sell everything I need and not hoard. Combat is really fun and smooth, some minor bug fixes hopefully full release will address (honing on spear seems to be bugged sometimes). Overall solid 8/10 so far and with it getting its full release soon I'm excited for the future.
每次一修改商店里的家具或者展示柜就死机,希望能修复这个bug
Peak!!! Can't wait a huge update next month
If you’re thinking about buying it, please remember: there’s a demo available. I honestly don’t understand buying the game and then leaving a negative review because it’s different from the first one. Moonlighter 2 definitely plays a little differently. The runs lean more into temporary, single-run buffs and build choices, somewhat closer to something like Hades. And honestly, I really enjoy that change. A sequel doesn’t have to be a carbon copy of its predecessor. There’s no need to constantly compare every mechanic to the first Moonlighter. Moonlighter 2 can stand on its own and it’s still a great game. Try the demo, see if the changes are for you, and judge the game for what it is rather than what you expected a sequel to be. I for one can really enjoy it.
The game is solid but a lil glitchy, but once you get the groove of it and upgrade a good majority of everything. It gives back the old Moonlighter feel. The quality system took some time to adjust to but once you focus on that the game has a good loop. Good luck!
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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