

Momodora: Reverie Under The Moonlight
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 Momodora: Reverie Under The Moonlight
Momodora: Reverie Under The Moonlight is a side-scrolling action platformer set in a cursed land. As priestess Kaho, fight with melee combos, dodges, arrows, and spells, explore a mysterious world, and face challenging bosses. Steam player reviews: 93%% positive from 10,555 reviews. Supported interface languages: Simplified Chinese, English, Japanese, French, Spanish, Portuguese-Brazil, German, Italian, Russian, Danish, and Korean.
Credits
Lowest recorded in 36 months
$1.992026-05-10 · SteamBase 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 | — |
| Japanese | Yes | Yes | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| German | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Danish | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language and controls
The Steam PC version has full controller support. Supported interface languages include English, German, French, Italian, Spanish, Portuguese, Russian, Japanese, Simplified Chinese, Traditional Chinese, and Korean.
Play style
A single-player action platformer with melee combos, dodges, items, and spells. Difficulty options range from relaxed exploration to demanding combat.
03Frequently asked questions
What is the story about?
Kaho, a priestess from the village of Lun, seeks an audience with the Queen in a cursed land to avert a spreading threat.
Where does it fit in the series?
It is the fourth entry in the series and serves as a prequel to the previous games.
Is there anything to explore?
The world contains secrets and treasure, while dialogue and item descriptions reveal lore.
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.
This game is a hidden gem. If you like metroidvania or souls like games, then for $10 you won't be disappointed!Show moreShow less
Before you react, read this: This review is OBSOLETE. I now recommend this game as a lot of things have been addressed. For preservation and "I don't want my ratings cleared" reasons, I'm not switching it to a yes but my current opinion is now YES. Note: I'm a big Momodora fan. Note 2: I got the True Ending on Medium. This game is kinda a one step forward, two steps back deal. If you haven't played Momodora 1, 2, and 3, here's a quick background: Momodora is a series that follows a shrine maiden (or two) as she is sent to defeat an evil queen of ___ who is the source of a curse on their village by wrecking ♥♥♥♥ with a maple leaf. They are all platformers, and they all feature both a melee attack and a ranged attack. The first one was just a level based game, the second one (my favorite and imo the top of the series) was a metroidvania with permanent passive upgrades, and the third one featured two characters, a return to linear levels, and a new passive item management system. This game is pretty much a mix of 2 and 3, with both passive permanent upgrades and additional charms you can equip for effects. It's also a metroidvania, but the level design is more linear than 2. So let's talk about the goods and the bads. Theme: Unlike the other games that were a bit more chipper, this game is rather dark. Yes it has cats, yes it has cute one eyed demons, but everything else is death and misery. It's a "feel like crap" ride until the end. If you're looking for anything uplifting or cute, look elsewhere, since you won't find it here. The story is... honestly pretty eh. It doesn't really do much to change the Momodora formula OTHER than make it darker, which just isn't enough. I don't really care about any of the chars and they don't have as much personality despite them saying more. Really story has never been Momodora's strong suite, and for some reason I felt like I cared even less about chars in this game than the other. Maybe it's because in this one they were forced more, DevArt OC melodrama style. It just didn't work. Even the evil queens in the other game seemed to have more personality, in this one I just didn't feel anything as I was fighting her. Graphics: Gorgeous. Nothing bad to say here. I liked the cute chibi chars of the other games but style wise I see why the artist wanted to move on. I only have one complaints: For some reason the devs decided to turn the lights off, Binding of Isaac Curse of Darkness style, for half the levels (there's an item to get rid of this for a minute or so but it's one use until you hit the next checkpoint.) It's not even a spelunky "shroud of blackness," it's more like playing an original gameboy without a backlight. Either turn the brightness up on this game or you won't be able to see a thing. Seriously. Platforming: It's worse than the other games, honestly. Maybe it's the bigger hitboxes, or maybe it's the obsession with tiny platforms and one hit kill spikes in this game. The jump also feels shorter. There is a double jump, but it's Little Mac-level awful, and honestly I'm not quite sure why it's there. I feel like it used to be stronger when initially made but it was nerfed at some point, hard, and it really shouldn't have been. I often found myself jumping at a platform that I really felt I should be able to make but... can't. And it wasn't the metroidvania 'I'll get an upgrade for this later' (you don't) it was Maplestory Jump Quest level "why can't I just hit this?" Combat: It's both better and worse, and altogether more defensive. For the first time ever, you now have a roll, and though it's a bit finnicky and doesn't quite 'feel' right to be honest, it's necessary to deal with like 3/4 of what this game throws at you. Altogether the attacks switched from platforming style 'jump/run from the bullets' to 'just roll.' Your maple leaf in this game is SIGNIFICANTLY slower and carries a whole lot less range. It also forces you significantly forward, which makes you often walk right into people's hitboxes. I mean, it's more interesting than the classic Momodora "stand and mash attack as fast as you can" but it's also more frustrating. Ranged seems to be the way to go, honestly. For the first time ever, this ninja shrine maiden has a bow instead of charms, and she spams arrows as fast as the other shrine maidens spam melee. Of course they deal almost no damage, though, and it takes a while, but it's the safest option. Difficulty: Right onto it. This game is really frickin' hard. For some reason, starting from Momodora 3 this game took a turn for "you either get the easiest game ever or you pay dearly." If you pick easy, expect an almost insulting level of easy - you're practically invincible. If you pick Normal, though, prepare for what another game would consider Hard. It's not even a fun kind of challenge difficulty, it's a frustrating difficulty. The bosses are meat shields that abuse the heck out of projectiles (roll often) or deal incredibly hard melee damage. They also seem to highlight all the issues with both platforming and combat. For example, one individual, the arsonist, cannot be attacked with melee. Why? Because though she has hitstun animations and it seems like the devs intended her to be melee-able, there is always fire on the ground around her. In other Momodora's you could stand and attack, but since attacking moves you forward in this game, you ALWAYS walk into the fire. Your only options are to either spam arrows and slooooooowly chip damage or wait for your partner (who's never elaborated on why she's there or helping you) to kill her for you (which takes a while.) In fact, almost all the bosses in this game encourage you to just stand and spam projectiles. There's one boss with a giant sword that deals more than half your life in melee damage. I spent an hour trying to take her down the hard way, but the fact that she always broke in and out of hitstun seemingly randomly and avoiding her finnicky sometimes pixel perfect attacks was just frustrating, and I instead decided to just pelt arrows until she died. Not what I consider fun, and compared to the other Momodra's bosses? Bad. There is also a specific collectible, the ivory bug, that is extremely hard to see. It's like 3 pixels or so and is often obscured by some foreground object. The challenge of collectibles should be uncovering the secret passage or doing the platforming challenge to get them, not seeing the dang thing. Etc.: There are some "it's 2016 and this is the 4th game in the series so why is this still a thing" problems with this game. See, I'm sure this was brought up before because Momodora 3 had the same issue: This game needs a serious epilepsy warning, when you get hit, it flashes bright red, when you die, it flashes red and black repeatedly and it hurts your eyes. If you fall into spikes prepare to get assaulted with both the flashing red of getting hit multiple times and then the death spam. Why can't we just do a pause and fade to black, Metroid style? Or just shake the screen? Anything but this works. Also, there aren't any recongifurable controls. I personally found the keyboard controls questionable and there were things I wanted to switch (I'd love to use space or F to roll instead of the out of the way Q) and everyone has their own opinions, so why force us to use these controls? I used the xbox controls and it gave you a whopping two configurations that switched two buttons and that's it. Again, it's 2016, this is the 4th game in the series, this problem was here in Momodora 3 too, why is this still a thing? Conclusion: Do I regret the 6 hours it took me to beat this game? No. Would I recommend it? Well, if you're a Momodora fan, or you're willing to put up with some pretty questionable design decisions, then okay. But I expected better from this series. Buy it to support the devs, but don't expect gold like Momodora 2. Yet.Show moreShow less
Dark Souls + Castlevania SOTN + Kawaii = Momodora RUtM. Great game!Show moreShow less
It may be that it's this very specific genre which Momodora belongs to that I don't like but that would be odd since my favorite games are Hollow Knight and Ori and the Blind Forest. The story is nice,minimalistic and the artstyle is beautiful. Soundtrack is ok in the backround. That's the good points. Now for the bad, which is mostly its "difficulty": This game just uses the low hit points of your character and the high health of ennemies to call itself difficult. If at least they had interesting patterns or alternative ways of fighting that weren't just "let me spam melee/bow until that health is depleted". Taking bosses in Hollow knight as an example; there you have to carefully choose the moment you're going to attack and you usually need to look out for moments when the fighting stopps, where you have to choose between healing up or getting a few more hits in. The challenge in that game comes from learning the patterns of the ennemies and how to respond to them, in Momodora you just spam the thing till their health is gone while the projectiles they send to you is so stupidly easy to avoid that you forget halfway through the game that there's a ROLL button. However, the moment you do mess up one thing BOOM instakill. I'd much rather have a 10 attacks chaining themselves coming after me if it means they don't oneshot me rather than one,easy to avoid attack that oneshots me just because it's so easy to avoid usually that I just wasn't paying attention and got bored from spamming. In the first situation it's hard to avoid all of them but it's SO satisfying when you do, and if you mess one up you still have more chances, both to die and to survive. Because of the boring patterns of this game and its unforgiving damage there are 3 things I noticed: -The health bar is purely decorative -This game tests your ability to stay focused when doing a repetitive task more than it tests your skills and pattern recognition -It didn't bring the same surge of excitement than when I fought bosses from other challenging games (Hollow Knight/Furi) because of the simplistic, easy to avoid attacks Another problem is that when you beat a boss, your progress isn't saved and if you die afterwards for some dumb reason (I went left after the witch boss and plunged in the water thinking there might be a secret and died) you're sent back to the last save point. Granted the bosses are pretty easy anyways but I can't imagine how annoying it would be if they were actually challenging and not those big DMG sponge that you just need to spam at for 1 minute. Luckily the game doesn't seem to be that long so in the end you won't get tired of it because you'll probably hit the end before you just drop it completely, but as a Metroidvania fan I was really disappointed by the "challenging" part. Though if it's so well rated some people like this kind of difficulty.Show moreShow less
Momodora: Reverie Under the Moonlight is a 2D platformer so solid and lovely to control i wanna kiss it. like, imagine Dark Souls and Metroid had a little 16-bit baby, and then that baby made a game called Momodora: Reverie Under the Moonlight for his preschool project. thats this game. Momo borrows its core mechanics from games like Metroid and Dark Souls, which i heard are pretty good. main gameplay really only includes jumping on platforms and slashing/shooting bad dudes, but Momodora likes to get a little deeper than that. your main weapon is a leaf, which attacks slowly and leaves you vulnerable between slashes, but you have a roll that gives you invincibility frames if things are dicey. your other weapon is a bow that's pretty quick but forces you to stand still, again leaving you vulnerable. this means you cant be strolling along willy nilly and you gotta take each group of enemies on with care and strategy. as a result you get combat that's pretty gosh darn fun and challenging (hey this kinda reminds me of Dark Souls). the map that you explore is linear for about 2 seconds while the game teaches you how to play it, and then immedietely opens up, branhing into paths leading to the game's several areas (which all look damn beautiful btw) that you can explore. along the way you can buy/find abilities and upgrades that help you kill baddies faster or move around faster or use the power of wind or whatever, and its real neato (huh kinda like that Metroid game hmm). the map is also sprinkled with a lot of hidden goodies, hints toward lore, easter eggs, and a secret boss if any of that scratches your itch. overall its a treat to explore and discover. speaking of bosses, the few that pop in during the game are pretty good. the average boss battle is a lot like Dark Souls, bosses hit hard, but their attacks are predictable and telepathed, and leave them vulnerable to a few swings from your leaf if you execute correctly. each boss looks, plays and acts different from the others, adding to the world experience as you come across them. their rarity, combined witht the bangin' soundtrack, makes each boss intense to fight. the death system in this game is also a lot like Dank Souls, in that you have several bells (bonfires) sprinkled about the map that serve as save points. hitting the bell (resting at the bonfire) heals the player, refills active item charges, and sets that location to be the respawn point, yadda yadda classic game stuff with a sprinkle of fun new bits. what im getting at is the game is neat presentation-wise, this thing is so damn delicious to experience. animations feel like they have some weight, and scenery looks pretty dang pretty on this one. im no artist, though, so i cant say much else. also the soundtrack gets soooooo good at times. my favorite track is "Pardoner's Dance", which plays when you fight Fennel (that hot gal in the white dress and the red sword). uh, story, right. you get a vague idea of what's going on via talking to npc's or pre-boss banter, but i had a lot of trouble putting together the whole pie, and there's a lot of reading between the lines on this one. i ended up filling some info with my imagination, which was okay, but left something to be desired. maybe it's cause i haven't played the other 3 Momo games, but i dont know. you should ask someone else about this to be honest. overall, yeah this one's pretty dang good. and definitely worth two $5 footlongs. oop.Show moreShow less
The primary thing you do in this game is fighting, and the combat system is repetitive, boring, and low-skill. You have two attacks, a melee leaf strike, and a shot with a bow. You deal with every enemy in exactly the same way: 1) You run to melee range, and since every attack stuns them, you just stunlock them to death. 2) You stay at a distance and spam arrows until they die. There's no reason to deviate from this, no reason to vary it up. However, this would be fine, if the enemy design was interesting, alas, this can also be summed up in four different categories: 1) Enemies that walk towards you and melee attack you. 2) Enemies that throw projectiles or spells in either an arc towards you, or actually targeted. 3) Melee enemies that block attacks from the front except when they're attacking. 4) Enemies that slowly float towards you and do contact damage/explode. Your only reason for fighting is to earn currency, which is in itself fairly useless. The next part of combat could be a very redeeming aspect, which is boss fights. Sadly, this is the worst part of Momodora for me. The bosses are just boring slog. They're slow, the attacks are all easily avoided, the telegraphing is extremely inconsistent. To give an example from the same boss, which has 2 melee attacks, one which does roughly 40% of your hp in damage, and one which does 80% of your hp in damage. The former has a long windup + visual effect playing, the latter has one unique frame of animation, quick windup, and no visual effect. In general, the bosses are slow, have almost no attacks, often very boring ones, can go off-screen/be invulnerable for such long periods of time, that your character literally stands still for long enough to play the idle-fidget animations, one of which is a yawn, which is exactly what the boss fights feel like. Any semblance of difficulty comes completely from the high amount of damage each attack deals, rather than from interesting attacks to dodge. Overall, an extreme disappointment. This is an easy game, but death is inevitable. Most of the deaths I've had came from one of two sources: 1) Water, which in some places you can, and even must swim in to progress. In other places, the exact same looking water is an instant death. 2) Spikes, any platforming mistake is an instant death. Death sets you back to your last save point, which can be quite a far way back, so it becomes rather tedious. Luckily there are a few things in the game that make me not completely regret spending the time on playing it. Firstly, aesthetically the world is pleasing, and the same goes for the music. The story, while nothing special, is cute enough. The characters you meet give the world some flair, and while I was quite disappointed that they almost never react to any actions you've taken in the world, it was still rather pleasant. Secondly, there is some decent exploration, and while secrets mostly lack any indication (except for a passive item that chimes when you enter a room with a secret), it's still something I enjoyed, and the main reason I finished the game. Overall, the game is mediocre at best, and I really don't see how it received such universal acclaim.Show moreShow less
Estus Flasks? Check. Bonfires? Check. Illusory walls? Check. Elevators activated with pressure switches? Check. "This door does not open from this side"? Check. Best 2D Souls game I've ever played.Show moreShow less
The art in this game is phenomenal, but that's it. The gameplay is extremely disappointing: combat is slow and repetitive; boss fights drag on forever; exploring the map is unrewarding; insta-kill spikes on a METROIDVANIA; insconsistent rules (for example, there's a underwater level and a room where water kills you instantly); the list of questionable design choices go on.Show moreShow less
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I was given this as a gift. In advance, I don't hate the game. I don't think it's bad. Unfortunately, I don't think it's that great either due to a lot of weird/bad design decisions, a bit of missing polish and the fact that it really didn't need to be a Metroidvania. I don't really care to play the harder difficulties as a result because I think these issues compound into a game I just find frustrating. I find it overrated and was very disappointed when I finally tried it after seeing all the praise, but if you like it, more power to you. First off, the combat has some issues. While at first the melee seems pretty nice and weighty, with every move pushing you forward - the cracks start to show when you realize the game has contact damage and it's really easy to get knocked out of a combo just from that. While it looks like for the most part staggering an enemy with a melee hit will stop it from contact damaging you, if anything's nearby that wasn't staggered, it'll hit you out of your combo. You seemingly get no i-frames, even during your finisher. This is especially a thing during the final boss, which doesn't seem to stagger - you'll try to wail on her and you just get knocked back for no good reason. Most humanoid bosses do stagger, but they can break out of it too. This wouldn't be so bad - I'm used to it from playing KH2FM - but the problem is that damn contact damage. It's usually not a lot, but it's still frustrating. You really just have to shorten your combos or try and judge the distance you can use a finisher on some of these. There are no real aerial combos either, so after a while I just ended up saying "screw it" and used ranged attacks for most of my damage. This leads to some of the taller bosses just getting really stale and repetitive (like, again, final boss) because all you're doing is hopping and hitting over and over and over. Second - the other main problem I have is that this game just really didn't need to be a Metroidvania. It's kind of a Fusion-like - there's not a ton of interconnectivity and exploration involved. It's also a bit more like an Igavania, with kinda obtuse secrets that'll leave you constantly hitting walls with your leaf. I don't mind either style of 'vania, and I think it's just the execution that matters. So unfortunately, I really didn't feel like exploration was all that rewarding - the damage is so high even on normal that health pickups kind of felt pointless, a lot of your equipment is either bought or gained from flawless boss fights, and there's only really two upgrades that gate your progress (ignoring the actual shards themselves, which basically make up a key). It takes really damn long to get a fast travel ability - while the map isn't very large, it's still large enough to make backtracking to far away areas tedious. The level design also does a few things that just really don't make sense to me. There's a few dead end rooms that seem like they would have something there, but don't. There's also a couple of these rooms that have water in them that will kill you if you fall in - which makes zero sense when the game has a water level that lets you dive right in without so much as an oxygen meter. I also have to question why there's instant kill spikes in a Metroidvania game with sometimes pretty long stretches between save points. Usually, MVs with instant kill spikes have some kind of grace element that makes these deaths less painful - Ori 1 had checkpoints you could make yourself, and Mega Man ZX (not one you hear often I bet) had a lives system. There's other nitpicks I have but I just wanted to get my main points across and that's it really. I feel like a lot of the problems I had with the game just carried over into Minoria from what I've seen, which got significantly less praise than this for whatever reason. I hope that the next Momodora game that was just announced learns its lessons from this, Minoria and its peers to win me over. Otherwise, this is why I just didn't enjoy my time with Momodora: RUTM.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
