
Moonstone Island is a creature-collecting life-sim set in an open world with 100 islands to explore. Make friends, brew potions, collect Spirits, and test your strength in card-based encounters to complete your Alchemy training!
Modeled estimate, not a reported figure. How we estimate →
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): 1.43/day in the week to Aug 24 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Moonstone Island is a creature-collecting life-sim set in an open world with 100 islands to explore. Make friends, brew potions, collect Spirits, and test your strength in card-based encounters to complete your Alchemy training!

Following your village's tradition, you must move to an island in the sky to complete your Alchemy training. Armed with a team of nature spirits, magical potions, and the support of your new friends, you'll explore ancient temples, dangerous dungeons, and hostile biomes to uncover the dark secret of Moonstone Island.

Befriend NPCs, become a member of the community, go on dates, fall in love, and marry the villager of your dreams!
Build a new home on any of the 100 islands in your procedurally generated world
Grow crops and flowers to brew potions and tame spirits. Cultivate ingredients to cook your fave dishes for fun and stat bonuses!
Customize and decorate your home to make it uniquely yours with over 300 decorations

Travel by balloon, broom, and glider through unique biomes to reach the outer edges of the world to uncover the secrets of your floating home in the sky
Tame and befriend wild spirits to fight alongside you - Over 70 Spirits to tame!
Discover and explore dungeons to earn upgrades, collect loot and uncover secrets - Or take on the INFINIDUNGEON for neverending battles and rewards!
Optimize your character with unique skills and upgrades
Craft dozens of items and vehicles to prepare for the treacherous wilderness
Since we launched on September 20, 2023 we’ve been working hard to add more functionality and fun to the game, including:
Cooking!
41 new cards!
Over 50 new and free decorative items!
Marriage!
Infinidungeon!
Character Customization – Dress your alchemist up in adorable fits to reflect your play!
More QoL improvements than we can count!

Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
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 176 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hard to say if I would recommend this one or not. In the end I did drop this game without getting too far into it, so I guess it’s a no for me, but I would give a neutral rating if I could. My main issue with the game is how the deck building works. For deck builders I like to be able to experiment freely and swap out cards as needed, but this game makes it a punishing grind to do so. Each monster also has its own deck, so if you end up switching monsters then you have to do the grind all over agin. I ended up playing through what I did of the game with a monster team I didn’t really like, with monster decks I didn’t really like, but I never switched it up because the resources needed were so limited.
For me personal a very underwhelming game to say the least. Sure its like stardew valley meets pokemon. But everything feels so cheap and like a knockoff with zero passion Deckbuilding is in the game but the fights feel so easy, there is no challenge what so ever. Discovering the world also feels like a pain to be honest. Defo not a game for everyone, for me personal it was just to boring Conclussion : there is not any challenge in the game, exploring is crap, characters feel childish, collecting stuff doesn't have any meaning. My sessions lasted like barely 30 minutes each, and it felt really tedious. A good game doesn't feel tedious after 30 minutes. Even the gameplay loop was also terrible in this game
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Japanese, Simplified Chinese, Portuguese - Brazil, Russian
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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 178 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly, there just isn't anything here that hasn't been done much better elsewhere. The main selling point, the monster collecting card battler, is functional but not super interesting, though I do like the armor mechanic. I ended up totally destroying the difficulty curve without even trying by just going all in on poison, since there are cards that can multiply the amount of poison on a monster, allowing you to achieve exponential poison stacks. I don't really even care about the game being particularly difficult, it just became super brain dead to win, even against things that were twice my level. The villagers are pretty one note, and there aren't even any interactions between them in mini events, unless I somehow completely missed all of those. Additionally, the story isn't really even present through the experience, I did the seasonal temples because I knew that i would need to, not because the game gave me any narrative to guide me to any aside from the first, and then some guy vaguely talks about some nebulous threat existing in the world. I didn't even realize the threat was of massive world ending scale until I killed the final boss and then everyone started saying that I averted some kind of major catastrophe. There just wasn't any significant connective tissue that tied the things I was doing to what was actually going on in the world around me.
It's an alright game, but should probably only be bought on sale. They take the villager reputation system from 'Stardew Valley,' but keep it incredibly shallow. It's much harder to feel any connection to the characters in this game. The combat and strategizing is a great thing to expand upon in a game like this, but it does feel like getting an engaging battle is a lot harder in this game than nearly any other turn-based battler I can recall. This title does many things, but none of them have been refined well enough to be considered particularly impressive. I'd recommend finding a game that focuses more on your strongest points of interest for this game.
This game is neat but it has so many problems it heavily outweights the enjoyment. Balance issues: Early game is brutal as hell. Status effects from enemies basically melt you. You're lucky if you can survive 1 or 2 combats a day. Conversely, Late game is comedically easy. Regen and Poison can basically carry you infinitely. Even end game bosses and the final super boss, so long as they cannot one shot you (which can be prevented with Calm), can simply be chipped down while you are immortal. Types: Types are neat, except every single type is locked behind progression. There's type matchups, but for most of the game you will only have access to the first two types, slowly getting the rest, while you hit a wall waiting to unlock Dark and Ice. You don't really get to utilize type match ups for any dungeons, mostly just the brute force methods I mentioned before. Status Effects: Brought them up earlier, but there's a massive problem with status effects. Say, hypothetically, you have something weak to poison. Each time poison tick happens, you will take that base poison damage plus the type weakness damage. Additionally, because you're weak to it, it will break your shields, which will put you in stun and THEN take another 1.5x boost in damage. Poision only decreases by ONE STACK per turn, so if it builds up to any degree and you have no way to remove it, eventually you will just die instantly. Now consider that in poison dungeons or fire dungeons there will be 3 monsters at a time applying these effects. All damage in the game will basically be either fire or poison because doing otherwise is so mathematically ineffecient. Now, onto other issues. A lot of mechanics are either incredibly underdeveloped or incredibly grindy. For example, wood and stone are finite* resources and you need hundreds of thousands to fully upgrade your place. Maybe I'm an automationcel, but I spent hours just doing nothing but chopping trees. It's boring, and there's not really a way around it. You could theoretically buy it, but then you'd be trading something else in for that money which you will also have to grind for, There are achievements tied to romancing specific NPCs. For a game that is woke and inclusive, it's very silly that there are multiple achievements that require to marry a man if you're pursuing 100%. There's not actually that much to do in the day. Check your crops in the morning and feed your pets. Most farming games also fall into this issue where once you have most quests completed and access to resources, you fully run out of things to do in day. You basically just want to sleep through the seasons until you can do what you need to. Dex completion is a slog. You need to grind out 20 or so evo stones and grind out combat to evolve things. Not the worst thing ever, but still kind of lame. Fishing. The UI is frequently unresponsive or misinputs. Especially during battle. Selecting targets is weird, saving requires multiple button clicks to work, inventory can be wonky. Things just generally fell unpolished and clunky. If I'm expected to do hundreds of battles, I should be able to at least select my cards quickly instead of having it freak out 1/3rd of time. I dunno how to really feel about it, it was neat but unfortunately an underwhelming experience after the initial excitement wore off. it is woke though. 3/12
I read reviews before playing games and some people are just not correct about some things or feel entitled to certain things in games. This is a good game. I definitely recommend it. I like that its like Stardew Valley but with more magic and things to do. Since it doesn't focus on one type of style I can see this being very difficult to balance. Especially with the card factor during fights. They have done a great job so far imo.
I don't enjoy this much. I want to like it, but there seems to be no rhyme or reason to the spirits or the story. Felt like a whole lot of Meh to me. Cute art and fun music, but not my thing.
I've seen this game for three years on my store page in my constant quest for new pixel farming sims, and finally caved after learning that they added a character customization feature (which... was odd that it took so long to achieve) but, alas. The first 30 hours or so, super fun. You can explore islands, find spirits, try to piece together Waldo's mind... but even after what I played, I wouldn't recommend the game. At least not without a heavy sale. Here are my reasons why. TLDR: Very surface-level, not fleshed out. Lack of exciting exploration, fun decorative resources, and interesting/note-worthy characters. No exciting loot or items, and you have to pay for essentials that should be included in the game. Needs a significant update to feel like a standard farming sim. 1) It's incredibly surface-level. I personally lost incentive to explore the dungeons after getting all of the shards I needed. I found that there's really no need to force myself into a boss battle with really no benefits except more stamina. You can basically just go for the seals at that point to help Waldo, and then... that's it for exploration. There are caves/treasure maps you can go hunt down, but its always the same type of loot: concoctions, a crafting recipe (that you can buy from Paolo's), 5 coins, a gem, and a Moonstone if you're lucky. It's actually the first game I've ever played where exploration is lacklusterly-rewarded. 2) Incredible lack of decoration. One of the best features of any pixel farming sim (in my opinion) is the ability to transform your home into your own. This game does not have that. Your options are incredibly limited. You get one wood path, stone path, wood fence, stone fence, etc. Even in the world, there is a lack of expandable resources like different trees, so you can't choose different variations of wood. Even if you want fun furniture, you have to pay for the DLC that has that, when it should be a basic feature of the game. Even if you want a cute house design, pay for it with the DLC--BUT! You have to put in all the effort of gathering the materials to build it, even though you JUST paid for it. Really making the players work for their money, I guess. This is also the first farming sim I've played where there are not any preset wallpaper or flooring options. You can't even change the walls and floors of your place to make it cutesy, or woodsy, or be that witch you've always wanted to be. You have the option to create a loom, but then you have to design each and every tile yourself, instead of just being able to buy wallpapers at Paolo's or at the General Store. Some people may have the patience for the digital art, but I do not, and thus, I am stuck with the vanilla wallpaper and floor set that has no personality and I wish I could change it every time I step into my home. 3) The battling system. The cards are fun and must have taken a lot of time to create, which I absolutely respect and appreciate, but they can be truly grueling when a boss with HP Rain cycles every turn (so you basically cannot inflict damage) and have to literally force quit the game to start over, or you have used all of your cards which now sit in the Discard pile, with no way of reshuffling a majority of them back into your hand so you can just finish off the spirit. I've definitely had battles where it took a full IRL hour to complete. Multiple times. 4) The NPCs. They are cute and the art is fun, but also so one-dimensional. You don't really get the opportunity to engage and learn more about them, since the chatting feature is simply Chat, Joke or Flirt which you can press a total of three times to earn heart points. I find this to be somewhat lazy? I'd much rather talk to an NPC once a day with a thought-out dialogue, enjoying the creative writing and effort put into the personalities of these pretty characters. There's mail and newsletters that are fun, and I wish more of that writing was incorporated into the game. You get maybe a line or two of dialogue from them, but nothing that really invests you into who they are. You can ask them on dates, but again, you get only a few lines. Waldo is by far the most interesting character, and the only character I basically spent my time playing this game for. 5) Again, surface-level exploration. Even in town, there's really nothing exciting to buy. I was shocked that you get like five stores (furniture/house expansion, general store, armory, research lab, flower shop) to invest your money. The town itself is just so lackluster and very small. I usually love festivals, but even in this game, the festivals I don't really care about. I fully expected that after you find all the islands, you get to travel to like another part of the world and get to explore more islands, different spirits, a new town, cool shops, etc, but I was wrong. This game is about three years old, and what I am suggesting is usually a big world-expansion update that could take a couple years to develop, which I totally understand. But if I was the developer, that is what I would invest my time into, if they haven't already. I haven't completed everything about the game and honestly don't plan to, not unless a huge update happens (that hopefully I don't have to pay for to enjoy). This game is fun and has a lot of potential to truly stand out amongst other farming sims with an exciting world concept, but again, I wouldn't recommend the game to anyone until some significant and well-thought out updates were added to the game. Thanks for reading, if you stuck around to the end!
O jogo é uma " sindrome do pato", ele voa, nada e anda mas não faz nenhuma dessas 3 coisas direito kkkk *Na parte "stardew valley" os npcs tem carisma negativo e uma arte estranha que deixa eles com um aspecto infantil mesmo sendo todos adultos, não tem la muita história com eles *Na parte do " pokemon/deckbuild" foi balanceada com a mesma vontade que eu tenho de fazer dieta, dependendo do tipo de time que você montar, acaba só atropelando todo mundo e ficando sem nada pra fazer de novo até a ultima estação do ano pra dar continuidade a história ps: Os dev devem ta de sacanagem com os achievments, pescar 1000 peixes??? kkkkk fora outras conquistas que se contradizem e meio que só servem pra manter você jogando pelo dobro de tempo ou mais que o necessário pra terminar a história No final, não acho o jogo uma bosta completa nem de longe afinal joguei varias horas, mas enjoei ao ponto de nem querer terminar o primeiro ano
O jogo pra mim é 8.5, recomendo, e o comentário do user "Lameque" me define. Porém, sinto que é uma cópia piorada de Stardew, plantar é chato, colher também. Os NPCs são sem carisma e todos parecem o mesmo. Sobre os espíritos (leia-se Pokémon) é bastante agradável e equilibrado, inclusive você consegue fazer composições bem fortes dependendo de como for seu estilo de jogo. Sinto que faltou algo no jogo para dar "gás" na gameplay. Chega uma hora que a única opção que você tem é upar seus Pokémons. Joguei por 31 horas, 3 dias direto, passei por 3 estações e essa é a minha opinião. Sobre conquistas, eu gosto de tê-las, mas só de olhar... Pescar 1.000 peixes? Se o jogo te prendesse a esse ponto seria alcançável.
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
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