
Moonstone Island
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 Moonstone Island
Moonstone Island blends creature collecting and life simulation in an open world of 100 procedurally generated islands. Explore dungeons, gather Spirits, and fight card-based encounters while growing crops, brewing potions, and building relationships with villagers. Steam player reviews: 84%% positive from 4,093 reviews. Released on September 20, 2023. The Steam PC version has full controller support.
Credits
Lowest recorded in 36 months
$0.752026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Japanese | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
Steam PC edition data · 2026-10-15
02Before you buy
Controls and languages
The Steam PC version offers full controller support. Its interface is available in English, German, French, Italian, Japanese, Korean, Polish, and Simplified Chinese.
What you do
Encounters use cards; you can also grow crops, brew potions, and decorate your home.
03Frequently asked questions
Is the island world procedurally generated?
Yes. The world is procedurally generated and contains 100 islands.
Can I collect Spirits?
More than 70 Spirits can be tamed and fight alongside you.
Are relationships and marriage included?
Yes. You can befriend villagers, date, fall in love, and marry.
What is the Infinidungeon?
The Infinidungeon offers endless battles and rewards.
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'm going to be honest and say I tried to love this game. I really did. It has a nice design, and I can tell the amount of love and effort put into this game. This being said, there are too many issues that prevent me from actually having a good time. I have too many gripes about this game to keep playing. I straight up cupped my face in my hands after it crashed again. I don't want to hate this game, but for those who want to buy this game, here's a few struggles I've had while playing this game, in hopes you have second thoughts. Everything takes way longer and is a lot more complicated than it needs to be. Taming monsters is fun and all, but you can only carry along 3 monsters at a time. Not only that, if you want more monsters, you need to create a barn to hold those monsters. Even if you have a barn, you can't hold anymore more monsters if you don't have a feeder in your barn or your team is full. I went into the first boss fight and found a shiny monster, but wasn't able to keep it because my team was full and I didn't have a barn because you don't unlock it until around halfway to the end of the first month. You can't rearrange or get rid of another monster in your team or barn if you find a shiny, meaning you completely miss out on it forever, even if you end up taming it. Not only that, you need to reach a certain requirement to unlock the barn in the first, aside from beating the first dungeon. This gatekeeps a lot of content and monsters you might need to progress. I didn't even craft the barn until there were only a few days left in the first month. Not only that, everything is too expensive, especially early on in the game. There's a material called Moonstone, which is required for multiple upgrades for tools, transportation, and buildings. This being said, Moonstone can only be found ONCE per ISLAND. Secret underground dungeon chests have a chance to drop them, but nothing is guaranteed. There's a way to increase the chance of chests dropping them, but it's still a 5-10% increase. The worst part about moonstone is that not only is it extremely rare, but sometimes recipes require moonstone bars, which you need 3 moonstones in order to make it, making crafting increasingly expensive. Next is the monster problem and combat problem. Everything is out to get you, no matter what, monsters can and will chase you. The only way to prevent monsters from chasing you is to unlock a skill through progression, without knowing how long you will take to level up that skill, let alone knowing you had it. I didn't even know skills existed until the skill tree popped up out of nowhere when I went to bed. The only way to see your skill tree normally is to craft a mirror using moonstone. Also, monsters in combat will absolutely destroy you if you don't have a proper team, which sucks if you want to level up. In battle, there are several things you need to focus on. Your health and your shield, and the enemies' health and shield. The shield is depleted using certain skills, which both you and the opposing have. While it seems fair, sometimes your fights can become unwinnable. When shields are depleted, the damage dealt is increased to 1.5x the original, with also stunning a monster for that turn. This being said, when you are stunned, and you're dying, you can't use items on that monster, at all. This means you can lose a monster sometimes to a crowd of monsters ganging on one of your guys. While I can understand that strategy also goes into play, fights can just seem unfair, especially against boss monsters. Right before my game crashed like I said earlier, I was fighting a local boss monster that sometimes show up. In this fight, they had a regen skill that they kept spamming that restored them to full health each turn, regardless of how many times I broke their shield or did damage, meaning unless I ran, I wasn't able to get out of the battle. Unfortunately, even though I defeated the other monsters on the field, my weaker monsters that I wanted to level up wouldn't get any experience, which means no level-up. There are ways to level up using crops, but those crops only give you around 100 exp, whereas monsters will need 1000s depending on the level. Of course, there's plenty more frustrations, but that's enough about the combat and monsters. The NPCs are alright. Nothing crazy, or even worthwhile. They're kind of just like cardboard. They have some personality, but I feel like this game is just a dating sim farming game rather than vice-versa. Not even the main character you play feels fleshed out. You can't customize or even name your character, to the point I'm not even sure anyone on the island you land on actually knows your name. It just feels shallow. For my one comparison I'm doing to Stardew Valley, one of the big reasons I liked the game so much was because not everyone was romanceable. People had lives and families, hobbies and interests. In Moonstone Island, everyone just walks around and owns a store for you to shop at. They're just convenient and pretty store clerks rather than people. Finally, the game's performance. The performance and handling of this game is iffy, to say the least. I always feel like there's input lag, and the game sometimes chugs out of nowhere. I know my laptop doesn't perform the best while running games, but it has run well enough to play cute little pixel art games like this one. The main issue is that every time I load areas, I fear for my game because it might crash again. I've played whole entire productive days where I need to do it all over again because it crashed. There's a manual save function, but I shouldn't have to save every time I load an area. So that's about it. I don't want to hate on the game nor discourage the people who like it. There are just too many problems for me to keep playing. I know that this game is new and is still being worked on, so I have hopes for it in the future, but if you're at all worried about finding a cute little farming sim right now, I'd honestly just save the money or buy Stardew Valley instead.Show moreShow less
Early personal observations to help those curious: Pros: Fully supported on Steam Deck (no cursor) Various difficulty settings Save in menu AND autosave No issues with cross save between windows PC and steam deck default OS Excellent tutorial Opening all menus pauses game 66 creatures (more to come) Fast movement speed Cons: Everything is tiny on steam deck screen including font Time moves quickly, no option to change speed Pass out penalty (oversleeping) Stutter on Steam Deck Only the one character appearance (dlc please?) No bulk crafting (and slow) Flee useless, monsters don’t despawn and reenter battle So far so good, will update as I go.Show moreShow less
What the game is lacking is content in almost every category: -Dungeons: They are just RNG generated boring places and to make matters worse they share the same boring mini-boss. Each and every dungeon feels kinda same except the ones where you only fight buffed up enemies but even those dungeons have multiple copies. -Farming: Feels kinda lacking because you don't really need gold for anything. You get enough gold by just reporting back to the monster research guy. The "starting from scratch" feeling you get in many farming games gets cut short because you can get your first automatic sprinklers really fast. -Combat: Nice idea but monsters could use more variety. Basically it boils down ~7 different types because monster passives don't make the difference. Same elemental monsters can basically get the same deck which makes monsters in general really boring. -Social: Could use at least 2x more heart events. Maybe random events too? Currently characters really feel dull because there are only a few events per characters.Show moreShow less
Buy it if you're depressed. This game helps with thatShow moreShow less
Moonstone Island is game that makes me wish Steam had a "Neutral" rating option for review. But since the question is, "Would you recommend this game?" my current answer for Moonstone Island is a solid no at this current time which leads to my choice of giving the game a negative review. So now to answer the question of why I wouldn't recommend the game. I would describe Moonstone Island as very ambitious. Studio Supersoft clearly tried to include many different ideas into Moonstone Island but like with most Jack-of-All-Trades approaches they have failed to really find mastery with any particular element in their game. [h3 ]Life-Sim - The villagers aren't unlikable but they don't often really feel alive. It feels like a solid starting point for a game in this genre but doesn't execute past being the bare minimum most of the time. The date mechanic is nice and helps flesh out your chosen romantic partner's character. Some villagers are very forgettable like Cleo who I had to look up their name as part of writing this review. Creature Collector - Probably Moonstone Island's most fleshed out axis of gameplay. That being said "Creature Collector" is the wrong way to describe Moonstone Island. This game is fundamentally a deck builder. Do not go into this game expecting to catch "Pokemon" and each Pokemon feel like it's own individual unique entity. Each "Spirit" (This game's equivalent to a pokemon) has a deck of cards that they represent and when you are in battle with other spirits you draw from a combined deck of cards for each spirit you have active on your team, up to 3 spirits. There are only 3 things that make each spirit truly unique from other spirits; it's passive, it's type and it's weaknesses to cards of other types. The issue here is that most of the passives are inconsequential with eachother and, as far as I can tell, no spirit has any cards that are unique to that spirit. By this I mean, if you have an Earth type spirit, it has access to all the same cards as EVERY other earth type spirit, which makes all earth type spirit feel almost entirely the same outside of their appearance and passive. Moonstone island also somewhat punishes player for actively collecting spirits due to the fact that unless you spend the tedious time to feed your excess collected spirits every day they will run away. There is an expensive recipe that you unlock early into the game that does ultimately remove that tax but it feels antithetical to a "Creature Collector" game to punish players for collecting creatures. Exploration - One of the other pillars of the game play loop in Moonstone Island that helps differentiate it from other farm-sim titles is Exploration. This feels relatively fresh for the first 5 hours of game play but eventually the vignette falls and the realization will set in that aside from their shape every island in the game is the same except for the biome they represent out of the 4-5 different types of biomes. That is unless have a randomly assigned dungeon on them. - Dungeons are just fine. They reward the player's exploration efforts with small amount loot but the main draw being a permanent stamina upgrade. I wish dungeons were more visually distinct from each other based on the biome that they are located in, it's mildly nonsensical to have to cross a river of magma in order to access a dungeon on a fire island only to be greeted by a grassy stone ruin once you enter it. Farm-Sim - Moonstone Island's farming is just kinda there . It's a feature that feels like it exists because there is an expectation for it for the genre but it really doesn't add much to the game play loop outside of generating income for the player or getting food buffs to feed your spirits. The clunky controls also contribute to it feeling like an under developed system. I feel like the devs recognized this because you start the game with access to sprinklers which automate that majority of effort required to farm in the game. There are some crops in the late game that give a lot of EXP to your spirits when you feed them but that feels more like an answer to the frustratingly low amount of EXP you get from actually battling other spirits. Miscellaneous - The UX in this game is passable most of the time but occasionally is atrocious. You will run into this the most with the inventory management and any attempt to do larger scale farming efforts. Want to plant a large field of crops? Enjoy spamming right-click/space hundreds of times to buy each seed individually since there is no bulk purchasing option. Want to quickly move a stack of items into a chest? You have to drag and drop it, right clicking only puts in 1 at a time but thankfully you can hold down right click in this rare instance. - Fishing exists in this game but it feels like it's been tacked on solely due to genre expectations. - There are character level-up RPG-like elements in the game that really don't need to exist. Very few of the passives feel like anything other than a small incremental numbers boost and some exist just to slow down the game play loop. You cannot tame higher level spirits that you encounter in the wild until you unlock certain passives that let you tame those higher level spirits. - Progressing through the temples (the game's equivalent to a story/campaign/gyms) is blocked by progressing through the seasons. This forces the player to not rush through the game but in turn forces the player to pay attention to all of the other mediocre game play & game design. You'll eventually run out of things that feel worthwhile to do in the game so that the only way to feel like you are progressing is to sleep until the next season so that you can continue to progress the game. - The game occasionally really chugs when exploring certain islands. - I've had the occasional bug that would black screen the game and force me to close out the game and lose some progress in order to resolve the issue. Moonstone Island feels like an early access game that had it's full release come preemptively. I suspect that with another year or two of development Studio Supersoft can make Moonstone Island a standout from other similar indie titles but currently just feels like it's trying to be nothing more than barely adequate to answer it's initial moonshot ambitions.Show moreShow less
Imagine if Stardew Valley, Pokémon, and Sea of Stars had a baby. Moonstone Island is that. This game ticks off all the boxes of a wholesome & cozy game, and after 2 hours of playtime I'm already hooked. This is definitely going to be a game which you can sink A LOT of hours into. And the best thing is, you can do it from a teeny tiny laptop not meant to play games on (speaking from experience). Exploration, farming, friendships & romance, mining, crafting, house decoration, this game has it all. One big question remains though: Does it have a fishing minigame?Show moreShow less
I really wanted to like this game but overall, it feels half-baked. The devs are clearly working hard to address concerns with the game, but where one problem is solved another appears. I played at launch and stopped, then tried to give it another chance and all the sudden there was an abundance of lag and glitching. Interacting with NPCs is like talking to cardboard boxes; it feels like Moonstone has no life to it. This is reflected in the main storyline and quests, where it feels like there's no incentive to these actions other than the game just telling you it's what you're supposed to do. It's really unfortunate because there's so much potential in terms of the world and characters but are doing the bare minimum. The game has many different facets and none of them are executed particularly well. Farming is tedious and slow to get into because you have to collect seeds before they're sold at the store, and there's no real incentive to level up tools. Fishing feels like it was just randomly thrown in because it's expected of 'cozy games' like this one. The spirits designs are cool but battling feels unrewarding and the dungeons feel like they lack life and innovation. Decorating is fun, but some items are locked behind purchasing DLC, which feels a bit unfair given the game itself needs more work. So on and so forth. Maybe if some major adjustments are made to the game I'll give it another try, but as it stands I would not recommend this game to anyone which is why I have to give it a thumbs down despite some great aspects, like the concept, visuals and music.Show moreShow less
If this game were a fruit, it would totally be an ice cold super sweet watermelon on a blissfully hot day at the beach after swimming in the sea all day and breathing in the healing salt water air and enjoying the feeling of sea spray tickling my forehead as the sandy, bubbly water washes over my buried toes then I close my eyes, relaxing on my back on top of my pristine kawaii towel with the back of my head cradled within my intertwined still pruned and freshly dried fingers while I enjoy the beautiful summer night air on my cheek.Show moreShow less
Cool concept but poor execution. You may think that 1.5 hours is too short of a time to make a judgement but I assure you it's not. This game isn't that deep and an arbitrary amount of time isn't necessary to engage with most of what's on offer here. The Good: - Good graphics and music. - Interesting concept where the game tries to combine elements of farm/life sims, creature collectors, card battlers, and Zelda-like dungeons. The Bad: - This game tries to be wholesome and cozy but it fails, in my opinion, do to the combination of a clock that moves too quickly and a stamina bar. If you're going to have a fast moving clock, get rid of the stamina bar or reduce the number of actions that consume stamina. The clock is enough of a limitation. - The writing isn't great which makes the NPCs uninteresting. It's full of cookie cutter tropes. - The NPC interaction system boils down to choosing one of 3 interactions (chat, joke, or flirt) which rely on RNG. There's no dialog associated with any of these choices. It's just the number goes up or down. It feels robotic and not at all like human interaction. - Bugs exist that will soft lock your game thus forcing you to alt f4 and you lose the progress you made that day. Look at the bug reports if you're interested in what those bugs are. - Considering this game just came out two days ago and it's "sink or swim" time, you would think that the devs would be more responsive to bug reports and hot fixes would be happening multiple times a day or, at the very least, daily. Instead they seem to be more interested in celebrating Moonstone Island as if it's perfect and focusing on merchandising...for a two day old game. Worrying about a MakeShip collaboration instead of hot fixes feels grimy. - Released on day 1 with a paid DLC that's just a few cosmetic items. For a game that already costs more than SDV and offers far less in terms of customization, NPC interactions, and NPCs with complexity, it's not a good look. Whether or not Moonstone Island is worth your money is up to you. I'm on the fence but leaning towards "no" unless some serious hot fixes come out quickly and options are added to either increase day length or disable the stamina bar. I could overlook the average writing (I'm being generous by calling it average), bugs, and shallow customization if hot fixes were incoming, customization options were being added, or the price was lower. As it stands, it very much looks like the developers are trying to cash in on the cuteness of this game before people realize the content is as deep as a puddle. Edit: They finally squashed some bugs two days after release, about an hour ago as of writing this edit. I still stand by my statements regarding this game.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.