
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 | 3.9Kreviews | 82% | — | $2.5M |
| $29.99 | 635ratings | 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 866 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Muito bom, proposta um pouco diferente do primeiro, mas ainda mantém a essência algumas mecânicas melhoradas.
Топ игра в первую часть не играл но пока-что в планах и в нее поиграть
It’s Hades/Hades 2, and Moonlighter (the original)/Dave the Diver’s dual-system mechanic. …except it fails to really be as engaging as Hades’ combat, and it is pretty questionable how much depth the shop system actually has at the end of the day. The real question when I play this game is, “Ok. The combat seems way too simple. And I can get heckton of gold. Ok, so… uh… what’s the point of the game? To get more artifacts (through pretty unremarkable combat), sell those artifacts, and… get… more… gold?” Like, sure… I can upgrade my shop. Get a special display cabinet, or some upgrades here and there; but the core objective remains the same: make shiny yellow number go big. Not a horrible game by any means. It’s still EA and things could very well be revamped or changed ahead of release. YMMV.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 870 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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
J'ai eu de grosses semaines au travail et j'avais besoin de poser mon cerveau, et ce jeu a rempli ce rôle. Je dirais que les 15 premières heures de jeu ont vraiment été bien, mais à partir de là c'est le déclin. Passé les 15 premières heures de jeu, celui-ci n'a plus de nouveau contenu à nous proposer. Et là où il exige de nous du farm, il nous donne un outil, mais même avec un build cheaté, ce dernier ressemble à un travail tellement les ennemis deviennent des éponges. Je pense qu'il faut laisser à ce jeu le temps d'être amené à maturation par ses développeurs, dommage de ne pas l'avoir fait avant la sortie en 1.0. C'est compliqué, je mets une review positive vraiment parce que je suis un grand optimiste.
这游戏有以下缺点: 1. 柜子设计不合理: 游戏在开店时会给你四个放商品的柜子,但你一次只能装一个有加成的柜子。这导致如果你想收益最大化,就必须一个一个地把商品摆在那个有加成的柜子上卖,非常麻烦。为什么不直接设计成可以多买几个加成柜子?而且随着店面扩大,原本只能放四个柜子,现在可以放六个、八个,但每个柜子依然只能放一个商品,还不让多买。 2. 地牢流程固定: 虽然闯关学习了《杀戮尖塔》可以选择路线,但是打的最终 BOSS 都是一样的。后期就没有什么可玩性了。 3. 地牢里的遗物(也就是带出来开店卖以获取金钱的商品): 在地牢中需要主角亲自操作整理,但“理包”这个玩法刚开始还蛮有新意,到后来就非常繁琐。我觉得可以向《药剂工艺》学习一下:如果你之前已经理好过某种包,后面就可以像《药剂工艺》那样,自动帮你一键理包。理包这个玩法前期还蛮有新鲜感,后期就只剩下繁琐与无聊(当然这技术上比较困难)。 4. 地牢的加成(学习了《哈迪斯》): 可以选择各种加成,但它跟宝箱(也就是钱)是冲突的。如果你选择获得加成,就要放弃一些宝箱;如果你选择拿钱,就要放弃加成,而放弃加成你就不一定打得过最终 Boss。 所以玩家需要在加成与宝箱之间做抉择。我觉得把宝箱与加成分开来让人非常纠结和痛苦,如果能把宝箱和加成放在一起,那就非常完美了。虽然游戏中确实有些事件可以短暂实现这一点,但我还是希望这能成为一个长期的效果。
god
this game is awesome so much better than the original moonlighter. Honestly the demo is pretty representative of the game if you like the demo you'll like the game EZ PZ. download that badboy and give it a try. All these people saying that moonlighter 1 is better sounds like some rose colored glasses bs to me.
这个游戏的完成度还蛮高的,四种武器可供选择,构筑配置也比较简单,上手很快,整理背包的难度也不高,就是bug太多,而且竞技场很容易因为配置问题变得卡顿,伤害被吞或者一瞬间全部打出,有时候boss被卡住还输出不到只能回城。总的来说,可玩性还可以,但是bug太多,希望赶紧修。
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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