
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 | 4Kreviews | 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 878 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好好好 打到最后一个BOSS 闪退 很好
재밋음. 근데 한번 던전에 들어가서 진행하는 시간이 너무 긴 듯 .. 조금만 더 짧아졌으면 .. !
fun
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 2,515 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 882 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
还可以
Игра кайф. Купил, потому что не обновляли на зеленом стиме. Встретил пару багов, которых на "зеленой" версии не было - один раз текстуры на короткое время при катсцене стали фиолетовые и немного фризило в первые часы игры (хотя комп не помойка). Дальше все просто замечательно. Реиграбельность высокая. Глобально в игре три составляющие: боевка, набивание качества на предметы, их последующая продажа. Боевая составляющая сделана неплохо - форточку открыть не хочется. Запомнить все атаки просто, и есть только один босс, который будет давать по жопе систематически. Находится он на "ночной" локация Эолии. Остальные проблем вызывать не будут после первого же прохождения. Про обычных мобов молчу. Да и если с руками проблемы, по мере прохождения игры будут появляться возможности хилиться не только зельками (ну а их станет больше, и повысится их эффективность). Вкратце: нормас. Продажи были бы скучные, если бы их не попытались довольно качественно сделать интереснее за счет разных механик - украшения с баффами, петы со своими абилками, бонусы за продажу по хорошей цене и т.д. Вместе с тем, разные виды стендов сделаны почти на отвали. Ковры - so-so. Есть украшения, которые дают бафф конкретно на отдельно взятый ковер - например, предметы на этом ковре будут продаваться в первую очередь. По сути это нужно, чтобы у пета прокачать абилку на чаевые или бонус к стоимости за счет продажи предметов, которые стоят дешевле остальных - не получить бонус к их нищей финальной стоимости в 300-1000 монет не жалко. Конкретно механика с коврами становится просто напросто рутиной и скатывается в духоту. Механика особых посетителей реализована хорошо. Из-за них есть смысл искать не только идеальную стоимость хорошей цены (поиграете - поймете, что это значит), но и идеальные для завышенной и дешевой. Самый кайф - это предметы на продажу во время рейда улучшать. Когда зачищаете локацию и открываете сундук, у предметов, которые в нем находятся, есть свои способности, притом для каждой из трех локаций способности у предметов свои. В одной локации набивание качества основано на сжигании и выдаче брони предметам, на другой - превращение в камни и куклы (самое душное), в третьей - электризация (тут разрабы, конечно, перегнули, так как это самая мертвая механика; только в Галерее - этой третьей локации - можно набить максимальные 999 качества из-за предмета, который удваивает свое качество при электризации). Короче: добротно сделанная игра внутри игры. Но если будете набивать качество на предметы и улучшаться как идиоты, наскучит через три часа
adorei
Moonlighter 2: The Endless Vault is a top-down roguelike slasher with a shop management meta-loop. Essentially, it's an extraction roguelike where you gather loot during your runs and then have to exchange what you've collected for currency in your shop. [b]The Short Answer: Is It Worth Buying?[/b] In my opinion, it's pretty cute. Considering the amount of playtime you get for the price, it's definitely worth it. [b]Playtime[/b] Right now in Early Access (EA), it took me about 25 hours to upgrade almost everything available. Once the full game drops, it will probably take around 30–40 hours. [b]Story:[/b] 6/10 You used to be a merchant in another world, but you got kicked out. Now, you are working for an ogre lady under harsh conditions just to keep a roof over your head. [b]Music:[/b] 6/10 It's pleasant. It is good that it's there, but there isn't quite enough of it at the moment. [b]Graphics:[/b] 4/10 Chibi, cel-shaded style. [b]Mechanics:[/b] 7/10 The roguelike loop is decent, but room layouts already start repeating by your 3rd to 5th run. The shop mechanic is convenient enough, but there are very few items available for the shop itself (meaning options to customize/upgrade the store, not the actual inventory you sell). The more loot you grab during a run, the more you take back to sell. When it comes to upgrades, some feel completely useless to me, while others are incredibly helpful but carry an insanely high price tag. Weapon variety is solid—there are 21 weapons in total, which feel distinct yet share some core similarities. The actual combat and bonuses feel incredibly satisfying for a game like this. However, the level design is a bit flawed; there are spots where you fall when you shouldn't, and others where you should fall but don't. [b]Personal Take[/b] It’s cute, fun, and lively. What's missing are random events that actively affect the shop itself, rather than just shifting the market prices. It would be cool if the items you found had some sort of functionality within the shop world too. The store could definitely use more variety, and the lack of proper shop upgrades is a huge letdown right now. [b]Overall Score:[/b] 72/100
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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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