
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
забрал бесплатно, в целом отыграл немного но мне вполне заходит
Moonlighter delivers a charming mix of shopkeeping by day and dungeon crawling by night. The gameplay loop is smooth and addictive, with satisfying combat and a clear upgrade system that keeps you progressing at a steady pace. The blend of managing your shop, setting prices, and then diving into dungeons to restock gives the game a unique identity that stays engaging throughout. For me, Moonlighter was a light, enjoyable experience that kept me invested from the first sale to the final dungeon run.
我真的是服了,顶着块破头巾打完沙漠才发现竟然有其他防御装备,我真是个傻逼
Ta bien, gracias a este juego de divorciaron mis padres. 10/10 recomendado
so many comments on bad controls for m&k... wow. well here's a hot take: its quite bad on controller too. i find that i agree with TeutonicTexan review on all points except the recommend part. Now it was free, but honestly its just frustrating to even give it a chance. instead of properly unassigning remapped keys the keybindings for controller get SWAPPED. (this is okay from a certain perspective but not here). it should simply unassign a remapped key saying hey this is unassigned are you sure you want to leave it like that. if you assign A to shield animation you can no longer read the signs. WHAT? how is that even possible that a simple bug like that exists. it took me all of 5 mins to find that and get annoyed. I dont want to roll on trigger. I want custom keybindings. I dont want repeat keybinds. inv should not open both with what i assign it + a bumper that is not visible that its assigned to that. It makes me question keybinding changes at all when I cant do a certain action after making a keybind change like shield == no reading signs that I cant trust changing them without the fear of missing content (maybe hidden doors in walls zelda style? as it is a top down dungeon) okay so i played w crappy default keybindings and thats when awkward hitbox / roll became apparent on first / second room. sword swings are not predictable. I honestly cant even recall how zelda (links awakening dx) did it, but I'd look that up and try to go for that. the idea is there in this game but the execution needs works. to that end i cant recommend this one and am very worried about the upsell of second iteration. at least on controls aspect. i cant really say make game better in combat but some things like controls are kinda fundamental and the comments speak for themselves.
Llevaba mucho tiempo con el ojo echado a este juego. Cuando lo pusieron gratuito decidí probarlo y me ha encantado. Sin duda vale la pena al 100% y lo compraría normal sabiendo lo bueno que es. En cuanto a progresión y dificultad el juego es excelente, no es lento ni tampoco sientes estar "overpowered" contra los enemigos. Bosses muy bien equilibrados y tienes la tensión de que te aparezca el Merodeador si tardas mucho en la run. El sistema de venta de artefactos es entretenido teniendo que estar atento si el articulo sube o baja de fama y de si algún ladronzuelo quiere robarte. Han sido casi 22h de gameplay total y he estado enganchado desde primer momento.
Overall great game, however there are a couple things to say of it. First off, the banker purchase, which is 70k coins, feels useless and a waste of money. Most days you'll lose money, even on a good day you'll only make back around 1k. Secondly, the final shop upgrade, which gives you an employee to sell items automatically, feels like it breaks the shop sim loop completely. Even if she takes 30% of the final sales, she can still pull almost 500k a day, depending on what you bring her to sell. Thirdly, my biggest issue is the inventory lock during battles. You can only carry 5 potions in your "pocket" at a time and once you finish those, I swear there is a 30% chance of it refilling if you have more in your inventory. It doesn't even feel like the game is trying to teach you to conserve, it's just inconsistent in what it want's to be. If it's only like that to keep you from making a portal home or going home in general, that feels like an easy fix, just lock the option in the inventory and it'll be great. That said, the difficulty scaling in the 4 dungeons is great. Enemies genuinely get tougher near the end. Even once you kill the final boss, you unlock a mode that makes the game harder, which newer items, which I'm excited to try soon.
I enjoy the art style, and the vibe, but the combat requires more patience than I have and the shop game-loop is missing an element that leaves you to guess and check in a way I found off-putting.
jogo maravilhoso, é como se Zelda e o capitalismo tivessem tido um filho.