

Moonlighter
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
As shopkeeper Will, you sell the spoils of your expeditions in Rynoka while dreaming of becoming a hero. Venture through gates into other worlds, fight enemies and bosses, and choose carefully which treasures to bring home. The Steam PC version was released on May 29, 2018. 82% positive from 17,350 player reviews.
Credits
Lowest recorded in 36 months
$1.272026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play style
The Steam PC version is single-player and has full controller support.
Language
Interface languages include English, Czech, Danish, Dutch, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese, Russian, Simplified Chinese, Spanish, Swedish, Traditional Chinese, and Turkish. Listed languages have subtitles, not full audio.
03Frequently asked questions
What is Moonlighter about?
As shopkeeper Will, you sell the spoils of your expeditions in Rynoka while aspiring to become a hero. Gates lead to worlds where you fight enemies and gather loot.
Can I play solo?
Yes. The Steam PC version is listed as single-player.
What can I do in the shop?
You can price goods, manage shop stock, hire assistants, and upgrade the shop.
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.
I won't tell you if you'll like it or not. I'll tell you what you're getting so you can decide for yourself. Here's the major points you're most likely interested in: • Roughly 15 to 30 hours of content (depending on your preferred pace). • No replay value outside of achievements. • Not particularly challenging, even on its hardest difficulty. • Very well polished in its presentation and execution (sans a few initial-release bugs). • Minimal lore primarily discovered scattered throughout the dungeons. • Introduces a few interesting inventory mechanics to the scene while cleverly borrowing/marrying the rest of its designs from other successful inspirations. And here are the comparisons you likely care most about: 1. Binding of Isaac's dungeons, NOT playstyle. While exploring dungeons, your top-down perspective, room-to-room exploration, and overall map are all borrowed from Binding of Isaac / Legend of Zelda, but you do not encounter any playstyle-changing items throughout each run. Your only 4 attacks (a 1-to-3 hit combo and a charged attack for most weapons) are based on whatever 2 weapon types you brought with you (Sword and Shield, Big Sword, Spear, Glove, or Bow). 2. Recettear's shop management, NOT depth. You place items for sale at your desired price, learn from your customers' reactions how to better price them next time, and upgrade your shop. Each customer is not unique in their desired target price, there is no back-and-forth bargaining per customer, there is no buying items from customers, there is no recommending items to customers, there is no debt with a looming due date, there is only roughly 200 items total (including weapons, armors, potions, and materials), etc. 3. Stardew Valley's city, NOT gameplay. You can roam around a charming city, talk to townsfolk, add 5 buildings/NPCs to it (e.g., Blacksmith, Alchemist, etc), walk to the dungeons, and... that's about it. There's no farming (obviously), no shop investments (beyond paying to spawn them), no seasons or real-time clock system, and no relationship building of any kind. 4. Rogue Legacy's progression WITHOUT the passive skill tree. Between each dungeon run (after selling your loot from the previous run), you're given the opportunity to upgrade your gear. This gear (and its upgrades and enchantments) will increase your damage, health, defense, or move speed, which in turn makes you stronger (and your next run easier) until you can progress further (and eventually beat the game). However, said upgrade options are very limited, rather unimaginative, and likely won't impact how you approach your next run. If this review was helpful, please say so via the button below. Thanks!Show moreShow less
This... is hard for me. I kickstarted this game, and loved every bit of the premise of it. I wanted something like Recettear, and to be fair, I got that... (to an extent.) I want to see the genre succeed and expand considerably. I want more games like it. But with that said, I had some core issues with this game. Perhaps you won't have those sorts of issues, so please read through before deciding not to buy based on this. I still want to see the game flourish and grow. Pros: Beautiful art style. An entry into a very rare genre, not easy to scratch that itch. Rouguelike, procedurally generated, so layouts won't get repetetive. Can be an interesting challenge, if you let it. The story is told indirectly through item descriptions and notes. Cons: Small like a well, but sadly so very shallow. Almost no items have a use beyond 20 or so to make weapons and armor. Weapons and armor are very small in number, and no depth or customizability to them. The shopkeeping is very simplistic, learn a price, set it, wait for someone to buy it. That's all. Short. 4 real dungeons, 3 floors each, and when you know what you're doing it can take something like 5 hours to beat. Combat wasn't overly satisfying. The bosses might have been fun, but a couple of weapons can trivialize most encounters. Even when playing on the hardest difficulty. Relatively buggy. The devs chose not to beta test anything beyond the first build and dungeon of the game. This has a cost in bugs, unfortunately, with performance issues, crashes, softlocks and the like. In the end... there was just next to nothing to do. It felt so hollow... I wanted depth and complexity, but instead I got a lot of pretty art with some sprinkled gameplay. In the beginning, I thought the tighter focus on a smaller area would mean there'd be a lot to explore within those areas, to do, to spend the money you make on. But really, there isn't. No big payoff. No real reward. Even the story sort of hangs you out to dry at the end. I really do hope I get to change this review into a glowing one before the end. I really *want* to love this game as much as I loved Recettear... but unless it gets a whole lot more depth, I simply cannot recommend it at this time.Show moreShow less
TL:DR Game is amazing but most of all the devs actually listen. So here's a little story, I use a wheelchair, and I got the game and it was hard for me to play because you had to use J and K as action keys and those aren't easy for me to hit. so I contacted the devs and I was like is there any way to change this and they were like no sorry but you could try this program auto hotkey and change your mouse keys to be J and K. So I did that and it took a little bit to figure it out but it actually worked and I was able to play. Fast-forward 6 to 8 months I just fired the game up again after not playing for a while to find that there has been some amazing updates which include being able to bind the keys to your mouse keys including scroll wheel up and down, so if the devs actually read this thank you very much!! I would highly recommend this game to anyone if for no other reason that the devs are phenomenal.Show moreShow less
This game is a victim of itself. The trailer charmed me with its beautiful pixel art and vibrant colors, the design of the town and the cute character design of the various townsfolk that populated it. Then it interested me in the, i guess, "dark souls lite" style combat backed by a refreshing shop management system. So when it came out I impulse bought it thinking it was going to live up to my expectations, but my expectations were so far above and different what the game actually was that i ended up feeling like i got cheated or decieved when in reality it was just not the game I thought i was buying. I wanted more. This game does such a good job in it's presentation that it makes me want...just MORE! I want to live in this town, I want to talk and form friendships with the towns people. I want to learn the history of my character's shop and family as well as the town. But it doesnt have that. It just isn't that game. It's a dungeon crawler with a shallow shopkeeping mechanic to back it up. And it's not a bad game, it does both these things pretty well. But with no real story besides "Hey it's a dungeon, let's go in" and nothing *more* I found myself with no reason to continue playing this game around the end of the second dungeon when the shop keeping got stale and I got good enough to trivialize the combat even on the highest difficulty. It's a shame because i feel like this game had so much potential, but again maybe that's just me inventing a different game in my mind from the trailers.Show moreShow less
Great game, BUT...I can't see slimes because I am red-green colorblind. Please add a colorblind mode.Show moreShow less
Moonlighter looks and sounds fantastic—the pixel art, soundtrack, and shopkeeper-meets-dungeoneer premise are genuinely charming. Unfortunately, the novelty wears off fast. The gameplay loop quickly turns into a monotonous grind of looting, selling, and upgrading with little variety. The combat feels frustratingly stiff, hampered by clunky dodge rolls and awkward hitboxes. Worst of all, the shop management is surprisingly undercooked, boiling down to mindless trial-and-error pricing rather than any deep strategy. It has plenty of charm, but the shallow mechanics make it hard to recommend unless it's on a steep discount.Show moreShow less
🎤Introduction Moonlighter is an intriguing title to say the least, who wouldn’t want to be a shopkeeper by day and a dungeon crawler by night? The first half is where this game shines the most, you’ll be exploring dungeons, fighting bosses whilst collecting materials to sell in your shop. However, the further that I progressed the more that the charm and novelty of being a shopkeeper and a dungeon crawler wore off. ✔️Pros • Interesting hybrid of dungeon crawling and shopkeeping • Bosses are interesting and diverse • Each dungeon is varied and has a specific theme • New game+ feature • Pixel art is beautiful ❌Cons • Combat is simplistic • After awhile you’ll see the repetitiveness of the game through each dungeon • Shopkeeping gets tedious and repetitive • Final boss is a joke and not challenging at all 🕹Gameplay The core mechanics that are presented aren’t anything new, you’ve probably played a game where you’re a shopkeeper or a dungeon explorer before. However, Moonlighter presents itself as a hybrid between the two that creates a rather unique and enjoyable experience. By night you’ll be exploring the mysterious dungeons, slaying monsters, gathering materials and trying to defeat the end boss. By day you’ll be selling said materials to customers in your shop in exchange for money and upgrading your gear. There’s definitely a sense of curiosity when you first enter a dungeon, what new enemies await you? What new materials will you discover? Each dungeon is randomly generated with three levels before reaching the final boss, along the way you’ll discover enemies with simple attack patterns and new materials to either sell or use to upgrade your weapons. The main gimmick of dungeons is that if you die in the dungeon you lose all the materials that you’re carrying. There are a few ways to exit the dungeon, you’ll be given a Merchant Pendant that will teleport you out of the dungeon for a price (depending on how far you are and on what dungeon). Or you can use another item that allows you to return to the position back in the dungeon for a higher price without the dungeon randomizing again. Managing materials you’ve collected is one of the most annoying parts of exploring dungeons, you’ll be given a limited amount of space in your bag to place materials which can only be stacked to a certain amount (usually 5 - 10). The materials on the top row will stay with you regardless of if you die in the dungeon or not, however you’ll lose the rest. You’ll realise that there’s no possible way of picking up every material that you come across so managing your space becomes problematic. There wasn’t ever a backpack upgrade so you’ll have to resist the urge to pick up everything you see. This forces the player to decide which materials they want to take with them and usually boils down to which is the most valuable. The combat isn’t anything that advance, you’ll be given a sword and a bow as your weapons and your able to dodge roll. The monsters that you come across only have one attack so defeating them comes down to learning when they’re vulnerable, the attacks get a bit more complicated as you progress to new dungeons but nothing that complex. Upgrading your weapons with materials and money back at the town can make them inflict fire, poison or electric damage depending on what dungeon you’re in. These elemental attacks don’t seem to have weaknesses or strengths against other elemental monsters which poses the question of why bother with it in the first place? Despite how enjoyable the first few dungeons were to explore, there was a point where I could see a routine developing every time that I would unlock a new dungeon. I’d spend a few runs gathering materials to upgrade armour and to sell, I’d then just beeline it to the final boss. The dungeon doesn’t try to encourage you to explore after you’ve bought everything that’s available to you, so I saw no point in staying in the same dungeon for longer than I needed to. The mini-bosses that you’ll encounter before moving on to the next level aren’t that great, they were more annoying than enjoyable to defeat. The end bosses however were a lot more creative and fit the style of each dungeon very well. Each one has a set of different attacks that you’ll have to learn can can be challenging even if you have upgraded all of your gear. However oddly enough the final boss of the game was a joke, I was able to defeat him extremely easily on my first try without developing a strategy. https://steamcommunity.com/sharedfiles/filedetails/?id=2086821709 The shopkeeping side of Moonlighter is a nice change of pace compared to exploring dungeons. With the materials that you’ve acquired, you’ll be able to sell them to customers in your shop. Selling these items comes with a twist however, you’ll need to estimate the price for how much you think the item is worth and then increase or decrease it depending on the customers’ reaction. Luckily you have a handy book that keeps track of what prices are too steep or too cheap when a customer purchases or complains about an item. This does create a rather tedious trial and error mechanic that can be more annoying later in the game when you need a lot of money. Another thing to keep in mind is the demand on items, selling a lot of an item will decrease it’s value if you’ve sold an abundant amount of it and customers won’t be willing to buy it for the neutral price. But on the other hand, customers will pay more for an item that is in high demand that you haven’t sold much of. Unfortunately, the book doesn’t record the prices for higher or lower demand on items, only when the item is in neutral will you record the best sale which can be rather annoying when a lot of items are in high or low demand https://steamcommunity.com/sharedfiles/filedetails/?id=2086821662 As you progress further you’ll be able to buy upgrades to your shop to increase the number of items you can put on sale at once, more storage space, a better bed to increase your health etc. It definitely felt like I was progressing not just with unlocking more dungeons but with upgrading my shop to make it better and to acquire more money. Unfortunately, the novelty of owning a shop wears out and becomes more of a hindrance as you progress. What was once an enjoyable experience becomes more time-consuming and mundane due to how repetitive selling items got. Despite upgrading your shop to make it better, the core mechanic of being a shopkeeper isn’t expanded enough to keep it interesting throughout the entire game. 🎧Music & Sound The soundtrack throughout Moonlighter is very distinctive and sets the atmosphere for each dungeon when you first enter it. There was always a sense of urgency and intensity when fighting bosses that made defeating the bosses a lot more satisfying when you beat them. 🎨Graphics As to be expected, the pixel art throughout this game is beautifully designed. Each dungeon has it’s own theme whether it be fire, electric or jungle. The enemies suited the environments to an outstanding level and really made each dungeon feel unique in its own way. https://steamcommunity.com/sharedfiles/filedetails/?id=2086821746 💭Closing Thoughts There’s no doubt that I enjoyed the majority of my time with Moonlighter, from exploring dungeons, gathering materials and slaying monsters to being a shopkeeper and earning money. However, there was definitely a cutoff point where the novelty of the core mechanics wore off and became more annoying than enjoyable. However, I would still recommend this product despite this. This product was reviewed using a free key provided by the Developers For more critically honest reviews of mine, check out Metro’s Review CornerShow moreShow less
Most of the games that I don't recommend, I say "I wish I could recommend this..." and that's the case with Moonlighter as well. A lot of people like it, and you might be one of them! But I'm not. Moonlighter introduces a very cool premise as being a shopkeeper who ventures into dungeons to get loot to sell in their store. The dungeons themselves feel reminiscent of the original Legend of Zelda, and the notion of selling things is a nice way to break up the dungeon crawling aspect. (The dungeon interiors being randomized also helps) You have the option of investing further in your store, in the town, and being able to upgrade and enchant your equipment. There's a nice, fairly constant, feeling of advancement. You learn what to sell items for, what demand will be like, which dungeons to hit and when to cut your losses. Your bags fill up quickly and you have to decide what's worth taking with you and what's worth dropping, and that's interesting. While a lot of games have a good risk / reward system, this one actually succeeds in making that feel like it matters to your character as more than just "oh you're dead now". Failure means not getting paid, failure means your shop not succeeding. Failure could mean losing a quest from someone who is willing to pay a fortune if you could just find 3 more rocks to bring them. All of this is great on paper, and don't get me wrong, the art is simply gorgeous, and clearly a ton of work has been put into this. But the main problem is that there's no depth or nuance to these activities. Every single floor of the dungeon, sometimes multiple times, you're doing inventory management. Every single time you find a new item, you're doing trial and error to find out what you should price it at. It's always the same, and after a few hours you might (as I did) just sigh and say, "Yeah, I get the idea." wishing that there was something more coming. I also had problems with the combat, which ranges from being simply bland ("oh, it's just this again"), to annoying ("what ♥♥♥♥♥♥♥ angle is he at that I can't hit him with this swing's arc?"), to frustratingly hurling your own corpse at the boss until you learn the three patterns he uses (what I call the "Dark Souls combat isn't actually interesting" problem). It's by no means a bad game. It's fine, it's okay, I just wish there was more to it.Show moreShow less
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☑ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☑ Very good ☐ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☐ Kids ☑ Teens ☑ Adults ☐ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☑ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☑ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☑ Some lore ☐ Average ☐ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☑ Average ☐ Long ☐ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price ☑ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☑ 8 ☐ 9 ☐ 10Show moreShow less
I really wanted to like this game, and I still do. I will likely keep playing this game, and eventually complete it, but I can't recommend it. Moonlight sits on the uncomfortable fence between RPG and roguelike. It has no business calling itself a roguelike, even as much as Enter the Gungeon, or The Binding of Isaac do because it makes the mistake of offering the player upgrades in their weaponry and armor between dungeons. I keep picking up these 'rouguelikeish' games, and find out that they offer progression which makes the actual gameplay easier. There really needs to be a term for this, so I'll refer to this kind of progression as 'player progression' which is distinct from Isaac or Gungeon where you only progress in changing how the dungeons generate which I will refer to as 'dungeon progression'. I've said the same for Immortal Redneck, and for Rogue Legacy, but I will outline here why I believe player progression is just a terrible terrible idea for any game attempting the roguelike format. The roguelike genre is a very punishing one, but it works for a number of reasons. Rather than offering the player a steady linear progression, A to B, it instead DEMANDS a lot from the player by giving them a destination, and challenging and unpredictable obstacles which, for the first while will likely kill the player. This is fun for the player, because as they learn the patterns of the dungeons and of the obstacles they will learn the best way to overcome said obstacles and eventually defeat the dungeon. Once the player defeats the dungeon, many games can offer 'dungeon progression' by adding new powerups, new enemies, new challenges, which are all thrown into the dungeon, and can be found in future playthroughs, thereby adding more replayability to the game. The PROBLEM with offering 'player progression' in this kind of setting is that when the dungeon defeats the player, it is no longer just because the player didn't understand the obstacle, or wasn't skilled enough, but because they were simply ill-equipped for the job. The agreement between the player and dungeon is no longer there, and instead of learning the dungeon, the player is forced to 'grind' against the dungeon until they have the adequate equipment to do so. Moonlighter is rather egregious in this in that it also allows the player to make health potions between dungeons visits, and basically just chug themselves to victory. But hey, all of this is, to be fair, kind of subjective. So it isn't a very good roguelike? Whatever, so I'll play it as an RPG. I honestly can't even recommend Moonlighter as an RPG for the simple fact that I find it just plain frustrating. I really don't mind challenge, but I find myself in too many positions where I've died, losing all my items, and basically the last half hour, and I just feel cheated. I ask myself questions like "Did I make enough potions?" "Should I just focus on that next piece of armor?" "Maybe I should just bail dungeons sooner? (Allowing you to save your items)" "Maybe I should get that last bed upgrade (which increases your health)" Or the worst "maybe I should just stockpile money so I can take the dungeon on in increments" But at no point do I say "maybe I'll just get better at the game" Half the time I'm taking damage from clunky hit detection or clunky controls. The controls, as mentioned from others, are very clunky, forcing you to the look orthogonally while attacking, and keeping you in that direction until your attack animation is complete. Your character feels sluggish, and robot-like, and no matter how much you upgrade your weapons, this does not change (although honestly if that was the case, I would be pretty pissed of). The hit detection is all over the place, and very unpredictable, and there are some monsters which, no matter how many times I face, still hit me to the point where when I see that enemy, I just accept that I will take damage, and... Start chugging. But I do understand where the devs are coming from with this game, and I appreciate it. I will continue to play Moonlighter, for a couple of reasons: I really enjoy the shop keeping element, it's honestly when I'm most happy with this game, and it makes a lot of the slog worthwhile. Guess item prices and changing prices on the fly is really satisfying and I love how the shop progresses, offering new ways to sell. I know this is unfair, but I really wish the devs had focused more on the shop keeping element, and almost built a different game for receiving items, maybe you BUILD a dungeon instead, and take items from heroes who are defeated by your dungeon? Just spitballing. I really like the music, and although I did complain about the combat, I do like the dungeon designs, aesthetically, as well as the monster designs, and bosses. I also really enjoy the music, though it doesn't make up for frustration, I notice every time I open the game up that the music is just excellent. I feel like the devs hearts are in the right place, and I look forward to what they make next, I hope my review doesn't discourage them in their future endeavors.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
