
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.
Most likely between $5.5M and $15.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 81% | approximately $9.1M |
| PlayStation | $23.99 | 87% | — |
| Xbox | $19.99 | 74% | — |
| GOG | $2.99 | 84% | — |
| Nintendo | $24.99 | — |
Cheapest copy: ≈ $0.67 on Xbox · Türkiye (−97%). Compare 47 prices in 15 markets →
Reviews
Themes across 2206 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
I thought Moonlighter was just another pixel-art indie game where you fight some monsters, collect loot, and sell it in a shop. I was wrong. At first, the gameplay seems simple. During the day, you run your shop, sell your loot, and figure out what people are willing to pay for. At night, you enter dangerous dungeons looking for better equipment and more valuable items. And somehow, those two sides fit together perfectly. Every dungeon run feels like a risk. Do you keep exploring for better loot, or turn around before you lose everything? Then you bring your treasures home, put them on display, and suddenly you're not just a hero anymore. You're a shopkeeper trying to make rent. What I love most is the loop. Explore, fight, collect, sell, upgrade, and do it all again. It sounds repetitive, but Moonlighter keeps giving you just enough progress to make you think, "Okay, I'll do one more run." The pixel art is beautiful, the music fits the atmosphere perfectly, and there's something incredibly satisfying about watching your little shop grow from a nearly empty room into a successful business. I've played games with bigger worlds, better graphics, and much longer stories. I don't remember most of them. I'll remember Moonlighter. Some games make you choose between being an adventurer or a merchant. Moonlighter looks at both and says, "Why not be both?" 100% recommended.
A ideia do jogo é legal, mas o combate é simplesmente absurdamente desprazeroso.
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.
無料で貰ったが操作性が悪すぎてやる気が起きなかった、金を払ってまでやるゲームじゃないと思いました。
moonlighter is a very fun game on xbox but its not integrated for pc so its more of a hassle to play and now that there is a second game just more advanced i don't have the care to play either of them because it feels like itll just be another dead game in a couple months with no updates and the 3 style of the 2nd game is what i didnt like. i loved moonlighter for the simple calm game it is and it just feels like the next game isnt going in that direction.
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
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
引导UI模糊,操作反人类,依托
A really engaging action RPG with some fun shopkeeper elements tied directly into the story, Moonlighter surprised me. I was expecting something a little more average to be honest, and was blown away by how good this game is. The dungeon crawl to shopkeeper loop feels very rewarding as you adjust prices and find those sweet spots for making money, and the enemies and bosses offer enough variety to be very fun to go up against and never feel stale -- even when you're just grinding for some better gear, or an upgrade to something non-gear related. I would, and will play this one again. You should too!
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