
Moonlighter 2: The Endless Vault
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Moonlighter 2: The Endless Vault
Moonlighter 2: The Endless Vault blends action-RPG combat and roguelike elements with the work of running a shop. Explore dungeons, collect relics and arrange your backpack’s loot before selling it. Set prices, decorate the shop and invest earnings in the village businesses to unlock equipment and upgrades. Player rating: 80%% positive from 3,436 reviews.
Credits
Lowest recorded in 36 months
$17.212026-09-03 · GreenManGamingBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-16
02Before you buy
Play and controls
Steam PC lists single-player and full controller support.
Language
The interface is listed in English; English has full audio. Several other interface languages are supported.
03Frequently asked questions
What do you do in the game?
Explore dungeons, gather loot, then sell it in your shop.
Can I manage my shop?
Yes. You can decorate the shop and set prices for your goods.
What are profits used for?
You can invest earnings in the townsfolk’s businesses to gain gear and upgrades.
Latest news about Moonlighter 2: The Endless Vault
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
update: i have since refunded it. the game is simply not fun, and ruins all goodwill created by the first game. if you want hades, go get hades 2. it's the same price, and right now it's actually cheaper on sale even with moonlighter 2's early access discount. if you preferred the first games gameplay, stick to playing the first game. this one adopts a more hades-like approach, in that it isn't just a zelda style dungeon you roam around in, but an extremely linear series of "rooms" (re: straight road to a door to take you to the next room.) it completely ruins everything that made the first game special by attempting to trend chase. no more do you just roam around getting drops, you only get drops at the end of a room and they are wholly useless except to sell. the biggest issue is that it simple feels like it was thrown together very quickly without any actual thought put behind it, like someone ran into the studio and yelled "WE HAVE TO COPY HADES RIGHT NOW" and then one guy cobbled it together and that was shipped. when selling, despite the mc being touted as a master salesman, doesn't know the actual prices things should be, instead the shoppers do. kind of seems real strange that a master shopkeeper doesn't know what the prices of their things should be, yeah? that's fine for gameplay reasons, it was fine in the first game because the mc wasn't a master shopkeeper then. it kind of absolutely makes no sense once you start glazing the man for being one now, however. the game is in early access, which comes with a whole slew of issues. the most prominent one being extremely frequent microstutters, regardless of hardware or having a set fps. if you've played links awakening or echoes of wisdom on the nintendo switch, you know what i'm talking about, and it is worse in this game. i am actually writing this review after the game crashing six times in a row upon loading the ♥♥♥♥♥♥♥ town, forcing me to start an entirely new save if i want to play again.Show moreShow less
The atmosphere of the game is fantastic. BUT! There is a huge need for Steam Deck optimization, because it lags a bit, loading is slow, and my Deck turned off twice, only responding to a restart. Pls!?Show moreShow less
I expected Moonlighter 2, but got something closer to Slay-the-Hades. The game removed a lot of the things I liked about it --- for example, traditional dungeons. Instead, it adds a bunch of modern mechanics you see in many newer games. Since there are no more dungeons, you now move from island to island. You do this by selecting nodes with different rewards, similar to Slay the Spire and many other games inspired by it. There’s also a system similar to “blessings” (or perks/boons or whatever): you’re presented with a theme or element and can choose between three different options. On top of that, many mechanics I really cared about have been simplified - crafting, as well as how potions and items are handled. Moonlighter 1 had a layered gameplay loop: combat, exploration, crafting, and shop management. Moonlighter 2 reduces this to combat (heavy hades influence), node selection (directly from slay the spire), selling - grinding next run. I’m not saying inspiration is a bad thing. But this goes far beyond inspiration -- it’s the direct reuse of core systems from other games, and those systems fundamentally reshape the gameplay loop. This isn’t an improvement. It’s a completely different design direction, and presenting it as objectively better is misleading. These systems have been heavily “modernized,” and in my view, modern mechanics like these are usually worse. I don’t dislike node-based systems in general - but I really don’t like seeing them in roguelites like this. They replace exploration with pre defined choices, and that just doesn’t fit what I want from a game like this. It works well in for example Haste. So overall, I’d give it a thumbs down.Show moreShow less
Overall, I am loving this game. Just got to the end of the early access content in two sittings (approximately 12 hours). There are a few rough edges here that I would like to see smoothed out before full release though: - Combat and balance - 1) Ranged enemies that charge a shot (mainly in The Collection area) should have some sort of stagger to interrupt their charged shots. This is especially frustrating when you are comboing them and they charge a shot in such a way that the camera doesn't let you see that they are finishing the charge. Taking a hit in this way is not fun. - to add onto the above point, it is very frustrating to have one of these enemies charge their shot almost all the way, get frozen by a taser, then immediately release their shot when the taser finishes and it hit you while you are trying to kill them. The taser should either cancel their attack or their attack should resolve while they are tasered. - Stagger would feel VERY good in this game and adding it in should fall in well with the current weapon tree and enemy types (i.e. every enemy has a stagger threshold that is effected more / less by the type of weapon you are using, maybe even with a bonus if attacking from behind with certain weapons (like the knuckles)) larger enemies would be harder to stagger, ranged enemies could be stun-locked, everything else would fall somewhere in between. 2) There are large wizards in the magic area (can't remember what it is callled off the top of my head) that do a very punishing orbiting lightning orb move that basically renders them invulnerable to everything but gunfire until they stop. This enemy completely breaks the flow of combat if you are out of ammo and have to wait until they are done. This enemy would be far better if 1/4 of their orbs were parry-able with the backpack to interrupt this attack. - To add to this point, backpack parrying in this game feels fantastic and I wish there were more opportunities to use it. You could even add in a line of perks dedicated to it (i.e. parried attacks to more damage based on the value of the loot in your backpack, but you also take more damage if hit by a parry-able attack etc.) 3) The ground quakes on The Herald bossfight are terrible. These would be better if they came out staggered instead of the entire arena at once so that you had the option to walk around them OR dodge over them. 4) The lightning panels in The Collection have caused me more unintended damage than anything, and it is due to the character lunging forward when attacking. If you use anything other than the spear or the greatsword on an enemy that is on top of one of these panels you are guaranteed to get hit. These would likely be better balanced if they functioned closer to the bear traps in the first area (i.e. they are on until they do a tic of damage, turn off for a set time, then re-enable.) - To add to this point, sometimes the character fails to lunge at the target I would expect. There have been multiple times that I have been right next to a ruptured elite and Will has decided to beat the crap out of a thorn flower with his backpack instead of hitting the ruptured enemy. I think that the auto-aim should take this priority into account. 5) Dodge-rolling overall feels good in this game, but I don't like that the main method of traversal is to spam dodge rolls to go fast. It would be a great QOL to get a sprint by dodging and holding or a dedicated sprint button. - This also feels bad inside the shop. It is the only place in the game you can not move around quickly. 6) Weapon progression in this game feels a bit weird. So far as I have seen (outside of a couple of greatswords) there isn't a way to increase your base damage going into a new run. This makes you lean more heavily into the weapon perk nodes and makes being able to do enough DPS very luck dependent. I know that is the type of game that this is, but this feels more RNG heavy than it should be. - To tag onto this point, perks that give you bonuses to environmental factors (spikes, taser, genies) are GREAT all the way up to the boss where they become completely useless. Once I figured that out I completely stopped using them. This is true to a lesser extent with perks that trigger on enemy death. 7) The charge beam gun feels bad compared to the other options. It is very difficult to get a quick shot off to down flying enemies and enemies are rarely in a straight line to take advantage of the piercing. I feel like this gun would be a lot better if it worked more like a chain lightning spell. More charge -> more targets chained with the option to single tap the button to hit 1-2 targets instead of charging. This gun got me killed more than it helped. - Shop and Upgrades - Not much to say here, most of what is in the game feels solid. There are a couple of tweaks I would suggest though: 1) If a person brings an item up to the counter and it is either slightly or completely overpriced there should be an opportunity to lower the price to try to hit perfect before selling the item (maybe A to sell as-is, X to haggle) and if you haggle it stops the clock for a moment for you to try to hone the price in (maybe a one and done kind of thing). This would be much smoother and much less hassle than being forced to sell the item at the high price and having to try to find the item multiple times to try to find it's perfect price. 2) I didn't know until a few dozen runs in that there was a dedicated backpack upgrade merchant. I don't think they were pointed out during the tutorial process, but I also might be misremembering. Making them more apparent earlier on would be a good QOL improvement. 3) It isn't readily apparent when you are not able to put certain pieces of furniture in the shop when other pieces are also present. I feel that this could be improved by adding specific furniture placement spots for furniture types that prevent placement of other furniture pieces of the same type. It would also make the sales area more aesthetically pleasing to not have to intersperse random furniture with the display cases. 4) Something I noticed in the first game that I thought was missing that I think would be a good addition to this game would be display cases with multiple slots where you can place items that seem like they would be a set in order to get a higher sales price (i.e. the dolls from the magic area, the discs from the collection, etc.) This would give us a strategic reason to hold on to certain relics instead of trying to sell everything as quickly as possible 5) I don't know what it is about the patch vendor in particular, but my brain did not comprehend how to equip the patches for a very long time. I think this could be improved by bringing up a dialog when you press "A" on the slot that you want to equip a patch to. It's counterintuitive to equip something directly from a vendor's inventory All of the above being said, absolutely loving the game and I can't wait to see what you guys make of it in the final release!Show moreShow less
I can't recommend Moonlighter 2 at this stage of early access. This shows the bones of a fantastic game. But don't spoil that potential by enduring an unpolished experience when you could wait a few months and enjoy a vastly superior game once everything has been balanced by the great team at Digital Sun. That's the conundrum longtime Moonlighter 1 fans are facing right now. I'm a huge Digital Sun fan. I play a ton of games and they're one of my favorite developers. I truly admire their games. That being said, I had misgivings about the M2 demo and left a ton of feedback. I was pleased to see that many of those recommendations were incorporated. But Digital Sun still has a huge pile of work ahead of them, and that's independent of developing the core content that remains to fill out the game. What's Awesome Combat feels chunky and rewarding when you pull it off and mop the floor with everyone in a room. But there should really be a reward for perfecting a room... (survivability alone can't be its own reward) I like the price-discovery mechanic in the shop. I know not everyone does, but so far I've had much more fun with this than whatever that was in the demo. I think the trick a lot of people don't utilize is referring to the item encyclopedia to see WHERE the item fits in the full list, ordered by price. That gives you an important clue about how much to price it, and that gets easier with the more items you've sold from a zone. That was fun in M1 and it's still fun in M2. Boss fights CAN feel awesome and truly epic. Oh my god, the Monte fight is incredible. I definitely didn't expect anything that cool to be in a cute little game like this. Was it inspired by the Nameless King from DS3? They can also feel unfair and grueling (see my review below). I like the visual upgrade. My son prefers the 2D look, but I understand and respect the move to 3D and I appreciate how it's resulted in more organic, crazy looking worlds. What Needs Work Broken: Fix the aiming of gun and bomb hits There's nothing more frustrating than being stuck in an endless loop in a boss fight, unable to hit them. The first boss requires you to hit a purple bomb at their protective wall. But if you can't hit the bomb at the wall, you'll just keep having to endure more attack cycles. When I hit the bomb it kept flying off in different directions. At first I thought maybe my analog stick was messing up. Tried it 5x more times, tried using the stick to point where I wanted the bomb to go, nope. Tried NOT using the stick, so perhaps it needed a neutral input to auto aim at the only place that's useful to hit (THE WALL). Nope. Sometimes it worked, sometimes it didn't. That's no fun... It just drags fights. Gun aiming has a similar problem. WHen you're being swarmed, it's important to take down flying enemies as soon as you can, because after that, it's usually a one-hit bag death for them. But when the gun keeps auto-aiming at spike balls or slimes, or really anything other than what I actually want to hit, that feels really bad. If there's an auto-aim logic in there somewhere, simply prioritize flying enemies (why else would I even use the gun otherwise?). Enhancement: Give players the option to shorten their runs In Moonlighter 1, if you happened to find the mini boss room quickly, you could immediately descend into the next level. Of course, if you wanted to see every room and ensure you got every piece of loot, that's your choice! In Moonlighter 2, you MUST hit every room along your chosen path—no skipping ahead. The problem this induces is it takes too long to complete a run. It doesn't feel good that I have to pause the action to choose a room option, then load it in between every screen. It's breaking the flow. I reached a point in the first map when I really just wanted another chance at the boss, but the prospect of running through 20 rooms just to rematch it felt... punishing. Enhancement: Let enemies drop good loot sometimes. In Moonlighter 1, enemies would drop loot, and you could visually identify whether it was worth picking up or not . It also spaced out the combat. But now, they may as well be dropping deuces on the ground for all I care. I'm just slicing them up so I can run to the chest at the end. And getting just 3 (really 1 useful) drops per room feels quite sparse, given how things were in Moonlighter 1 with how items stacked. Enhancement: Make weapon progression more satisfying. In Moonlighter 1, even if you had a bad run, you could sell some stuff and slowly level up your weapons, making the next run slightly more manageable. Not so in M2. The weapons can be enhanced but the damage modifier isn't a solid scaleable amount. It's not "+20% damage," it's "well when you end your combo and use your finisher, it will do 10% more on THAT attack" or "your greatsword's sharpness will decay .25% less per second." That is not a satisfying upgrade. This inability to level your character up is really felt as you make progress through a zone, the enemies become tougher to kill. If you haven't run across any (useful) damage enhancing perks, you'll feel like you accidentally kept the mop equipped. Bring back linear damage scaling for weapon upgrades. Unbalanced: Too many things to dodge When the right mix of enemies is on the screen, it's a joy to deftly dodge a grenade or two, barely miss an enemy's swing, and then nail them both to the wall. But often, you'll be dodging 5-8 grenades at once, sometimes rolling into more AoEs. And when enemies cluster up into a mass of red, it's nearly impossible to read them to know when to dodge again. You're better off kiting them a bit to string them out and attack one at a time. But that's not satisfying. There should be a true advantage in taking them on at once. As other (smarter) reviewers have mentioned, a stagger mechanic would be incredibly useful in an instance like this. If I've clustered 3-4 enemies and can stagger them, then I know I've earned a few seconds where I can wail on them safely before we go back to the dodge dance. I suggest using the gun to stagger. As it is, the gun feels fun, but it has little actual utility in the game. Granting it this additional usage could make me care that I'm sitting at max ammo. Unbalanced: Make perks more useful It's bizarre to me how some of the perks that are common/uncommon end up incredibly more useful than epic/legendary perks. The shield, is basically the "I win!" perk. It grants you 2 free hits each screen, and it stacks if you don't use them, meaning you can roll into a boss fight with 9 free hits. Don't get me wrong, the shield mechanic has been a life-saver—I'm not recommending you take it out. But it's the diamond in a pile of dung among some of the other perks. 35% more gun damage means absolutely nothing to me. I use guns to drop enemies, not kill them. Unbalanced: Is it just me or do the drops in the gallery suck? I've ignored the Gallery ever since the first 2 runs I did netted me a total of about 2000. I can make 15k pretty easily in Aolia. What is with the trash drops in the Gallery??Show moreShow less
The negative reviews are ridiculous and unfair. Don't be dissuaded. Moonlighter 2 is a RICH experience. It feels like being a kid and being handed a toy box that is CONSTANTLY spitting out new toys to play with. While there are quests and goals like usual RPG's, most of your real achievements are goals you've set on your own in order to unlock powerful upgrades or store improvements that make you feel invincible or twice as rich as ever. The game is regularly flooding you with pathways that can increase your worth or power without ever making you overwhelmed. It's essentially a city that grows into a FOREST of skill trees. Combat is totally acceptable too, with rolling as your main defensive mechanism, there may not be much immediately unique about it, until you start playing with the turrets, finding out how to properly utilize traps, and using your enemies against themselves in fun ways. So why do we have negative reviews? Most of the time - it's players of Hades saying the game is a bad clone of Hades. This game is indeed very similar to Hades, though, since it is HEAVILY influenced by Ha- ... Moonlighter 1. This game is NOT a Hades clone at all. Moonlighter came out May 29th, 2018. Hades launched in early access December 6th, 2018. Moonlighter 2 takes the Moonlighter formula (and the dungeon diving roguelike formula) and puts SEVERAL very fun and unique spins on them - from the new puzzle like inventory management system, to the roguelike genre even slipping its way now into the merchant's shop while customers are flowing through. Other times - it's players that complain it's not as good as Hades. Is it as good as Hades? It does not matter. Moonlighter 2 is GREAT. By itself - absolutely one of the most easily recommendable games I've played this year. Forming the opinion that it's not as good as Hades (2) should not warrant a negative review. Besides, in my opinion, I think the game ties with Hades 2. While this game puts fresh spins on the genre with new fun gameplay mechanics, Hades 2 still excells in storytelling. These games are both a recommendable, excellent time for their own reasons. "Too boring" I'd like you to go see for yourself these reviews and tell me how long these people have played the game. The answer is just about always 0.5 hours. While the intro of the game is VERY calm compared to the immediate following, Moonlighter 2 actually EXCELLS at keeping you interested in the happenings of the town. At the very least, every other run rewards you with, not just what you collected during that run, but a brand new character that throws a wrench in the story, a new member of the town that allows you to unlock MORE power or riches through a new skill tree of sorts, or a brand new ability that completely changes how your runs or sales play out, for the better. And finally - Performance issues No problems with this comment. As it stands, Moonlighter 2 does indeed face performance issues. This game is absolutely playable as is, but you will face the occasional stuttering. I can even confirm I have seen for myself an instance once where the Steam Deck had to be entirely restarted. Speaking of, it DOES run on Steam Deck just fine. I have lowered my settings to low and force the game to run in 720p for the higher frame rate, but it totally plays fine this way! I'm confident the team is working on these issues, and these performance problems do not in anyway have me consider not recommending me this otherwise excellent time. If you are at all interested in this game, I HIGHLY recommend giving it a go, as I'd guarantee you'll be addicted within the hour, especially if you are a Hades or roguelike enjoyer!Show moreShow less
i want to like this game. I did for about the first half of my playtime. It's pretty and smooth but the repetition loop is too narrow as of right now. Literally: dungeon>dungeon>shop>dungeon>dungeon>shop over and over. Maybe talk to an npc for some upgrades every few days if you can afford it. If the game was priced more fairly for the content you actually get then my review might be more positive, but as it stands, I cannot reccomend anyone spend 30 dollars on this.Show moreShow less
What a fantastic sequel! I love the new Hades-style dungeons, the backpack puzzle, and even the shop management system got a brand new roguelike mechanic! Many upgrades and already 3 diverse biomes. It is amazing! I have such fond memories of the original Moonlighter. It was one of my first indie games and one of the first few games I reviewed when I started. The review is horrible and doesn’t say much, but I made that review back then because I was so impressed with Moonlighter. It also showed me that I not only love RPG and tycoon games, but also shopkeeper games as a genre. So the moment I heard about Moonlighter 2, I was instantly hyped! I have been following Digital Sun since the release of the first Moonlighter, and although I haven’t played the games they’ve made in between, I know they’re highly well-received and look awesome. All this to say, I jumped into Moonlighter 2 early access with high expectations! With such high expectations, a game is also guaranteed to disappoint… However, it didn’t! The backpack mechanic took some time to get used to, but I got the hang of it over time (although I wouldn’t say I have mastered it yet). The dungeons and the shopkeeping part were an instant hit for me. I also love that, even though the art style changed between the original and this sequel, it still feels familiar, with the green, slimy touches and the style of the monsters. What is extra nice is that it also goes further into the story of the original Moonlighter. During the dungeon, you’ll fight enemies to clear rooms. After clearing a room, you get a reward and get to choose where to go next. This reminds me of how Hades feels, with the fighting as well as the selection of the next rooms. There are rooms with loot, but also with upgrades or special rewards. The loot you find, you have to place in your backpack. Which feels very small, but that is because each biome has its own mechanic to “delete” items, and you get something in return if you plan right. For example, in the first biome, you have items that burn other items, but if you also have an item that gives quality points to an item if something gets burned, you can kinda throw away the cheap stuff through burn and keep the valuable stuff. In one of the other biomes, you can load an item with electricity; if you do it again on the same item, it gets destroyed. In the shop, you now also have some roguelike abilities. You have permanent abilities, but also temporary for that session, for which you get more options the more you sell. These can be options like getting more tips (which you get when you price items lower so customers feel they got a good deal), or that a specific quality type pays more, but another now pays less. And more like that kind of buffs you can plan around to maximize your earnings. I was also astonished by how early on the second and even the third biome opens up and how completely different those feel. Even the standard elements, like how you enter the biome or how you move from room to room, get a distinct look in every biome. These are elements that don’t impact gameplay but definitely show how much care and thought went into making Moonlighter 2. There are also quite a lot of quality-of-life features and I know through the Steam page that this is also a point they want to keep focus on during early access. You have like shop prices and that it remembers the latest “good” price you sold something for and an overview of the info you have figured out about an item when it comes to pricing. It also adds automatically the quality bonus, so you don’t have to take that in consideration yourself. And another great feature which I love is that the items which you need for upgrades are not part of your backpack and just in a separate menu. This way you don’t have to choose between an item to you can sell in your shop or an item to help you upgrade during runs, but also you won’t be selling those upgrade items by accident in your shop. The achievements in Moonlighter 2 seem very doable. There are achievements for defeating the bosses, but gladly, this time around, there are no achievements for defeating them without getting hit! (Thank you, thank you, thank you for not adding those this time!). There is an achievement for defeating a boss with your broom instead of a weapon, but I think that this gets easier after more upgrades. Most of the achievements you’ll get by just playing the game, or through story elements. A few to keep an eye out for are: dying with a full backpack (this is easier with a smaller backpack), Selling 20 different items with the perfect price (I’m sure someone will post a guide about this in the future, I only found like 10 of them so far), Raising the quality of a relic to 250 or higher, sell an items for 10k or more (those last 2 might be work nicely together). All in all, I would say that Moonlighter 2 is a perfect sequel. It is so clear how much love and passion the developers poured into the game, and I can’t wait to see where we end up during early access, when more people can give feedback to improve the game even further, while also getting even more biomes.Show moreShow less
UPDATE (11/24/25): The stuttering issues have now been resolved! The game is now much smoother, with no more stuttering while rolling or loading in new levels. The game now runs much more smoothly on the Steam Deck and ROG Ally. I found that it runs better with Vsync disabled. I've spent some time playing the game and I'm still concerned about the way the shop selling mechanism works. It just feels like the first game, but with 3D graphics. I know there are a lot more new mechanics (quality of items, item attributes in the backpack while in a run, etc.), but you still spend most of the game selling items to finance your upgrades and progress in the story. This is an important design choice with which I cannot fully agree. I'm a little perplexed. The demo of the game revealed that the mechanic that was the best (which was the new selling mechanism in the shop) had been removed, and the same system as in the first game had been used instead. I'm not sure why this decision was made, but I would have expected the second game to show progression in development, rather than using the same mechanics as the first. Secondly, the stuttering that plagued the demo is still present; I can't see any improvement. That's why, in its current state, I can't recommend the game.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
