
Moonlighter is an Action RPG with rogue-lite elements that demonstrates two sides of the coin – revealing everyday routines of Will, an adventurous shopkeeper that secretly dreams of becoming a hero.
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.
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): 31.14/day in the week to Sep 3 → 27.57/day in the week after.
About
Since launch, Moonlighter has received a wealth of updates—from quality-of-life improvements and balance tweaks to major roadmap additions. The current version expands the original experience with new mini-bosses, gear, over 100 new room layouts, Companions, deeper lore, and a New Game+ mode packed with fresh challenges.

During a long-passed archaeological excavation, a set of Gates were discovered. People quickly realized that these ancient passages lead to different realms and dimensions – providing brave and reckless adventurers with treasures beyond measure. Rynoka, a small commercial village, was founded near the excavation site providing refuge and a place for adventurers to sell their hard-earned riches.
Moonlighter is an Action RPG with rogue-lite elements following the everyday routines of Will, an adventurous shopkeeper that dreams of becoming a hero.
While conducting your business in Rynoka village, you can put items on sale, set their price carefully, manage gold reserves, recruit assistants and upgrade the shop. Be careful though – some shady individuals may want to steal your precious wares!
Defeat various enemies and bosses, and revel in challenging and deep combat mechanics. Masterful control of your weapons, critical timing, careful positioning, and an understanding of your enemies and environment are crucial to your survival. How you battle your enemies is up to you.
Get to know your neighbors as you restore the prosperity of this small commercial hamlet. Help establish new businesses and watch them grow in the idyllic community of Rynoka.
Understanding the crafting and enchanting system is essential for your progression. Interact with the villagers to craft new armor and weapons, and enchant existing equipment. This creates a great deal of flexibility and spices up the way equipment is used.
Access strange worlds through otherworldly gates and collect valuable items from exotic civilizations: resources, weapons, armors and peculiar artifacts. Hoarding everything won't be possible - use the unique inventory system wisely to take the most profitable loot with you.
Gates lead to different worlds. Each run is unique and forces you to make smart and calculated decisions. You never know what you will encounter next – that’s why you must be prepared for everything.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $19.99 | 17.3Kreviews | 82% | — | $7M |
| $19.99 | 4.4Kratings | 87% | — | 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 2124 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我从地宫打一些垃圾,然后在自己家里卖出去?你不会觉得这样真的很有趣吧????什么垃圾设定啊??打地宫之外呢?没了?好无聊的游戏啊。
Günlerin bu kadar hızlı geçmesi oyunlarda en kıl olduğum şeydir ! Bir keşif oyunu yapıcaksan günü bu kadar hızlı geçmemeli görev için zindana giriyorum görevi bitiremeden gün bitiyor kıl oldum ya ne salak bir sistemi var zaten savaş sistemi de çok vasat yukarı aşağı sağ ve sol yönleri haricinde saldırı hareketi yapamıyosun çaprazdan vurmak gibi bişey yok sırf o yüzden defalarca öldüm... Sabrım tükenene kadar oynadım oyunu ama tükendi artık sayılı düşman olduğum oyunlar listesine girdi helal olsun diceğim bişey yok.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.5/day in the week to Jul 21 → 2.6/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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, Spanish - Spain, Simplified Chinese, Japanese, Polish, Russian, Korean, Portuguese - Brazil, Italian, Turkish +1 more
| $19.99 |
| 3.6Kratings |
| 74% |
| — |
| not modelled |
| $2.99−85% | 622ratings | 84% | — | not modelled |
| $24.99 | — | — | — | 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 2.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Эта игра на моей памяти самая лучшая и мне очень нравится проводить в этой игре время. Очень похоже на Айзек когда заходишь в подземелье, при этом отдаёт мотивами Зельды, а в своим магазинчиком довольно отличается от других игр, ведь я не припоминаю других игр с такой механикой. В общем это одна из лучших игр в которых я играл, очень рекомендую сыграть
i don't really think it's okay to release games with this level of neglect for the keyboard/mouse ux. it is then doubly aggravating to see communications from the devs on the internet/forums saying they aren't going to address any of it. oh well, i got the game for free (as part of their promotion for moonlighter 2), wasted my time. this doesn't exactly entice me to check out your sequel guys. my main takeaway is that you're making console games and dumping them on steam. specific thoughts on the mouse/keyboard ux: - the main menu keybindings are bafflingly unintuitive (press J to select options). the first thought any pc gamer has is mouse to click on options. second thought is w/s to move up/down and enter to select. - not even the "press any key to continue" prompt (before the main menu) works correctly. only bound keys (like WASD/JKL) work. you could've just changed the prompt to "press w to continue". - inventory management is just very slow and clunky with the keyboard. let me drag n' drop. bare minimum would be clicking on items to transfer them ("quick move") between inventories. - menu navigation is also really unnatural. pressing z/c or q/e or whatever is technically fine, but it would just be *so* much less clunky to let me click the tabs or the edges of the screen. ugh. - combat is okay with the keyboard but the bindings are weird. the game would probably benefit from the *bare minimum* effort of binding the attacks to left/right mouse button. maybe i could do that myself though idk? game doesn't seem to recognize that i *have* a mouse at all since it doesn't show up on screen when i move it. - you can't/won't convince me to plug in a controller to play your game on pc. as for the game mechanics themselves i was also a bit disappointed when i tried putting some items in a chest in the back of my shop and found no way to put them directly on the shelf from there. this is the kind of tedious inventory management that i am completely and totally over, and it definitely contributed to me putting the game down. for all i know though maybe there are some upgrades for this kind of thing later? idk. tl;dr: keyboard controls are ass, and i don't think that's okay when releasing games for pc.
Just finished the game and... wow. Gameplay is great (mostly). Story... not so much. The story *starts off* great, but the ending is pretty awful. Not to spoil anything, but it basically just boils down to "You just beat the final boss? Congrats! Anyways, the way of life of your entire city is getting dismantled because ♥♥♥♥ you. Cut to end credits." Also, I said the gameplay is "mostly" great, because there are several bugs, and some mechanics that the game doesn't really tell you anything about? 7/10 if you stop playing before the ending, 5/10 if you actually decide to finish it like I did.
引导UI模糊,操作反人类,依托
After 100% this game, everything feels quarter baked: the combat, dungeon/enemies, the store, and even the UI with how glitchy it can be. The weapons types are uninteresting as they are virtually the same with only swing-speed and range changed. No unique properties such as the spear piercing an invincible enemy's armor, or the great sword stunning/knockback enemies. No real reason to not just use the spear, with the bow, since its medium-fast attack, large hitbox, and range makes it better and safer than any other weapon. Upgrading weapons just provides a flat damage increase, nothing else, which will becomes instantly useless in the next dungeon. Enchantments are just as boring as they also just provide a flat damage or health increase depending on gear type (Why not make this an RNG element with random effects such as steal 2% health from enemy, 0.1% chance to instant kill enemy, etc?). Movement is clunky and dodging just feels terrible and unresponsive to quick movements. This makes damage from later dungeons' damage tiles and pit falls feel unavoidable, especially with the absurdly spongy melee and ranged enemies. Some enemy attacks are way to annoying when paired with another or a bad room layout, making it just a game of trading blows. While killing them quickly would solve this, in later dungeons EVERY enemy is a HP and damage tank and will take 10-20 hits to kill. Enemy hitboxes are weirdly inconsistent do to poor telegraphing and hit detection. Some enemies can just teleport into the player with no warning and/or will hit the player before any visual cue, especially the ranged enemies. "Progression" is WAY too grindy and RNG based as you might need to go through the same dungeon for the tenth time to get rare materials and unlock a flat 100+ increase (Again instantly useless in the next dungeon). For the dungeon's generation, while the floor layout is different, rooms are not (clearly handcrafted enemy placement). This isn't necessarily bad as it ensures a room is possible, but there is very little room variety as its not uncommon to see the same room for the 3rd time in a single ~8 minute run. 95% of the amulets/rings are useless, clones of each other, and/or just don't work as intended (Resistant to X). Most provide no unique gameplay changes/mechanics, just more flat increases. Majority of minions are useless as most only damage enemies and have terrible range, which quickly becomes out-scaled by enemy health. Two of them are clearly outclass the rest. These problems are emphasized 10x by the DLC where it devolves into killing the exact same 10 rooms with the same 10 enemies over and over again for 9 floors. Upgrading gear is even more tedious as there are two very common recipe materials only dropped, BY CHANCE, by their relatively rare respective SINGULAR enemy. I had runs where I didn't find either one of them for 6 floors and you'll need about ~20 of one material to fully upgrade your gear. The store gameplay is ok but unnotable. Very repetitive by nature and almost nothing changes throughout the game. Discovering the correct price for objects is fairly tedious, especially since you will have to do it 4 separate times due to dungeon type price hike. For some reason upgrading the store introduces more "threats" (thieves and that damn bird at tier 4)? A town upgrade should be a damn public shaming block with how the exact same MALICIOUS, EVIL, NO GOOD characters will just steal from the exact same shop everyday. You will unlock an assistant who will sell things for you when going into the dungeon, but only keep 70% of the value (and I think tips from decorations aren't be added? So virtually a useless feature if you want to make money). When you are at the shop she is SUPPOSED to stop thieves, but she is the exact same speed as them so it doesn't work that well. Some Notable Glitches: >Fairly commonly I got stuck in the backpack UI and had to restart the game (Especially if it was full for some reason) >Sometimes the floor tile visuals glitched out and covered up pitfalls >When returning from the dungeon objects I collected would be dropped outside behind the store >Sounds and music just don't work? Especially for the bosses where its muted until you pause
Moonlighter Nota: 6/10 Divertido. A melhor coisa é a parte da loja; a parte do combate fica devendo.
交互键是J 游玩界面默认回车确定 可进入游戏时又变成J键 关键按键显示是™像素的看起来像个半括号 找半天还是上网查的不然游戏进不去 按键统一给我统一好的了呀,我超威,攻击前摇慢的要死,敌人攻速比起前摇出售都快,玩了十分钟,差点没给我气死 此人生中steam上面第一条差评
govno ibannoe
Selling now
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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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