
Vengeful Guardian: Moonrider is a side-scrolling action platformer that channels the golden age of classic 16-bit action games in a full-throttle quest for revenge. Created to defend a totalitarian state, the Moonrider rejects its programming and now seeks vengeance on its creators.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 1 → 0.14/day in the week after.
About
Sums Steam only; PlayStation, 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 | $16.99 | 540reviews | 86% | — | $195.4K |
| $16.99 | 215ratings | 88% | — | not modelled | |
Engagement
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I haven't liked a single one of this dev's games in the past, but this one, although nothing special, was at least a step in the right direction. The negatives are the movement is super clunky, the jumping feels slippery and too floaty, but at the same time you fall too fast and you don't have good control. It's dumb you have to use 1 of 2 slots for upgrade chips for a double jump that should just be part of the game. The wall jumping is super sticky but also hard to control at the same, almost feeling slippery too. the platforming overall in the game isn't good, as well as the fact of no dodge or mobility outside of a run, so dodging attacks feels super hard to do and on bosses you will mostly just tank damage and use special powers to outpace them in a damage race which is lame. The look of the game is great, and I do like the Mega Man style of being able to choose different levels in the order you want and get the abilities from them to use later. The enemy and bosses are cool and the visuals are spot on for the SNES look. I do wish there was other weapons to use or more to change it up, they do have some mode-7 scrolling levels but they are pretty 1-note. Overall the game is inoffensive, even if the platforming and combat could have been tighter. 7/10.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 21 → 0.4/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 2,400 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, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Korean, Japanese, Portuguese - Brazil
| $6.79−60% |
| 13ratings |
| 90% |
| — |
| not modelled |
| $16.99 | — | — | — | 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 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
its good if you like 16 bit era games
おそらくパターン構築ゲーです。敢えて操作性を悪くしてる感じがするので、アドリブでどうにかする感じじゃない こういうゲームはめんどくさいのでパス
I SUCK AT THIS GAME. BUT IT IS AMAZINGLY FUN. HIGHLY RECOMMEND
Cool
The game is really fun, which makes it pretty rough when the game bricks and doesn't allow me to continue if I accidentally press the menu button. And because the game doesn't have defined save points in a level, only checkpoints, if you have to restart, there goes all your progress.
JoyMasher's fourth, and to date last, title is first and foremost an homage to [b]Hagane[/b], one of the hidden gems of the SNES library ([b]Shinobi[/b] and the old [b]Ninja Gaiden[/b] are valid comparisons too), but also to Kamen Rider productions of the 1980s and 90s; more broadly, to the works of Keita Amemiya, who was in fact associated with both of the above. The design of the protagonist and the bosses, especially their portraits, would be right at home in a dark [i]tokusatsu[/i]. There's also quite a bit of [b]Megaman[/b], as besides the first and last, all levels can be played in any order, and defeating bosses allows to equip their special attacks. The hero looks more intimidating than most villains, as he used to be one of them but developed a conscience. Levels are far from large and sprawling but they can be tackled again, not just to gain better scores but also to find a dozen chips spread around them, ranging from extremely useful (longer sword, double jump, slow regeneration...) to superfluous (color change, player dying in one hit for masochists). I was lucky to find the Detective chip first, which helps find the others, and ironically it's in a very visible place. Even if you fail or quit a level, found chips are kept; you may potentially collect all before you defeat any boss. Given JoyMasher's precedents, there was little doubt they'd craft fantastic visuals once again. The palette is quite subdued, perfect for this dystopian cyberpunk, and the spritework is immaculate: from basic grunts through bio-mechanical monstrosities to the distinct designs of the Guardians, there is not a single "bad" frame to be found. A couple of stages are aboard a motorcycle in pseudo-3D, making clear use of the experience they already had with a similar stage in [b]Blazing Chrome[/b]. After being few in the latter game, there's a fair number of cutscenes here, to narrate a simple story but with a strong anti-authoritarian message. Music is from Dominic Ninmark, whom I recently appreciated in [b]Mighty Goose[/b] and [b]Blazing Chrome[/b] too, and he does another amazing job. The boss theme of Darkchaser is my favourite, topping one of the best looking levels of the game. Also the beginning of the final boss, it's like taiko drummers are just offscreen. Even if Moonrider can run, wall-jump, strike from above with rider-style kicks, and block or even send back some projectiles with the sword, the gameplay is not frenetic; enemies aren't numerous but even basic soldiers can be dangerous, along with traps and minibosses, and the player character has a certain "heavy" feeling to his handling. Especially important is the running slash, which stops any momentum but is very powerful, destroying enemies that usually require four regular hits. [Also look at the guides for a simple and useful way to execute it.] While you can speedrun a level, and must to get a better ranking, running and slashing without some method leads only to a quick death. Of course it wasn't in continuous development over all that time, but there was a video with a mostly complete Stage 1 and Ninmark scoring in 2018 already, so given the time it took, the lack of polish in some areas surprised me. The controls can feel stiff at times, with the wall jumping being the most annoying. In some passages, it seems almost impossible to avoid taking damage, with placements of health recharges feeling quite convenient. The weapons from bosses are quite unbalanced, with some being far more useful than others even though it could be intentional (it's frequent in [b]Megaman[/b] games too). The motorcycle sections look cool but are a bit too long for how little actually happens in them. There are no additional difficulty levels, nor any extras for completing the game. While English is not the developer's native language, the translation of some lines is awkward, unless it is, too, intentional to evoke the feeling of questionable localizations from the 1990s. The good, however, far outweighs the bad. The game can feel tough at times but it's manageable after some practice, and the right chips help a lot. JoyMasher not only strikes again, they have reinvented themselves each time, never content to stick with a type of gameplay, crafting four titles that are so distinct from each other and all great in their own right. Hopefully there will be more from them... 2027?
挺好玩的横板过关游戏,末尾关没有BOSS RUSH挺好的。只是强推奔跑让主角显得太笨重了
Un arcade que simula a los de antaño, con una historia de estilo 'cyberpunk' en una región llena de ninjas, samuráis y monstruos. El 'scroll lateral', las plataformas y destruir a decenas de enemigos serán los grandes protagonistas de esta aventura.
On SteamDeck, the game runs with a good amount of FPSs and smoothly. The problem is that I can't see anything, unless I activate the CRT Tube TV filter option. The resolution needs to be fixed.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.6K | 33 | 73% | $3.39 | |
| $224 | 3 | 67% | $3.99 | |
| $350.9K | 985 | 88% | $14.99 | |
| $52.2K | 367 | 75% | $5.99 | |
| $39.5K | 261 | 88% | $3.49 | |
| $17.3K | 122 | 86% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $195.4K | 676 | 94% | $5.99 | |
| $195.5K | 832 | 78% | $14.99 | |
| $195.3K | 1.7K | 96% | $7.99 | |
| $195.3K | 686 | 46% | $8.99 | |
| $195.3K | 622 | 81% | $19.99 | |
| $195.5K | 785 | 79% | $6.99 |