Moonlighter 2: The Endless Vault on Steam - User reviews, Price & Information

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Live the double life of a fearless adventurer and a crafty merchant! Dive into vibrant dimensions brimming with shiny loot and pesky enemies. Grow your shop, tinker with weapons and gadgets, as well as make your mark among a ragtag community of castaways.

Moonlighter 2: The Endless Vault is a early access, rpg and shop keeper game developed by Digital Sun and published by 11 bit studios.
Released on November 19th 2025 is available only on Windows in 10 languages: English, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Spain, Polish, Japanese and Korean.

It has received 2,193 reviews of which 1,912 were positive and 281 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 29.99€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified Moonlighter 2: The Endless Vault into these genres:

Media & Screenshots

Get an in-depth look at Moonlighter 2: The Endless Vault through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 64-bit
  • Processor: AMD Ryzen 7 2700 or Intel Core i5-10400F
  • Memory: 16 GB RAM
  • Graphics: AMD Radeon RX 5500 XT or NVidia GeForce GTX 1650 or Intel Arc A750
  • DirectX: Version 11
  • Storage: 5 GB available space
  • Additional Notes: SSD (Recommended), HDD (Supported). Ultrawide screen supported. Please be aware that listed system requirements are for Early Access and may change before the full release of the game.

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2026
Its like moonlighter 1 but 3D simpler combat less punishing a lot of the features became more "Casual" the shop part also also the crafting everything in it became more casual and the current content is very underwhelming for the price i paid i wont leave a negative review cuz it still hooked me in and i had fun but it is not comparable to the first one and 6/10 at best whereas for me first one was easily 9/10
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Dec. 2025
I never review early access games, I prefer to wait for the release since I tend to write a review after finishing the game. As you already guessed, I made an exception. I played the first game barely a month before, so it was a timely event as I had the original experience fresh in my mind. I want to say I've been very pleasantly surprised, you can see the dev team tried to make all the mechanics better and more interesting than in the first game. The combat was made a lot cleaner and fun, the original feeling a bit messy and limited by the 2D collision plane. Now each weapon type has a really unique mechanic that gets played around with different weapons of the same type. Because of the early access, I tried to focus on only one weapon type at once, so I mainly used the greatsword and it was a blast to manage. Upgrading and dungeons have been overhauled to feel more replayable, playing as an action roguelite with perks you get for the run and exploration using the well established path system. The bosses all being real tests to overcome, some of them genuinely took my breath away. The dungeons also feel and play very differently from each other, I await the soundtrack intently! Shopping also uses a perk system where you'll have to adapt each day to sell your relics in a way that makes best use of the perks you got. It also has a lot of potential for extra stuff, keeping an eye on it. Town upgrading also feels a lot better, in my ML1 review a starting sentence was "The town aspect was not very interesting" well past me, this was changed. You've got a lot more varied upgrade paths to consider and interesting gear to acquire, along some quests. Another great improvement was having all the materials be put separately from your backpack space, as it was a major annoyance then. I loved the idea of curses on relics, and here it was completely reworked to be a major gameplay system, making it a super fun puzzle of chain reactions and planning with inventory management. The art is a big change from 2D to 3D, however the aesthetics have been stylized in a way where it still feels familiar and fitting, to the point that I prefer it. This is not a case of 3D switch losing identity. And there's a lot more small improvements I haven't mentioned but this is getting quite long. I want to mention the less good aspects too now. I feel like things get too easy after you progress past a certain point, especially relics wise a specific dungeon tends to be too consistently yielding extremely high value. It kinda breaks gold economy and makes it feel less valuable, thankfully materials still gate things a bit. I tend to be fairly challenge focused, so I made a whole feedback post about it to give ideas for potential harder settings and risk options. The game is obviously still lacking a fair bit of the endgame parts, so there's room to have all this. Some bosses have some lacks and need some design tinkering, though they're already started doing that, notably on the first boss that was already made better. Some QOL on various little things is needed, and a number of perks and relics need adjustment to feel more useful or less broken. The main goals are currently a joke due to how easy they are attained, part of the whole economic crash issue. We're still far from the proper release though, so all these things will most likely get fixed and improved by then, and I'll come back to the review when it becomes relevant. Honestly I'm truly overjoyed because the game so far is everything I hoped could be improved from the first game. It reminds me of when Reus 2 came out, like a perfected version of the original idea. Back then, I said "I'll be curious to see how they develop the systems in the sequel. Does its best with a fun concept, can be improved further." Well, I can say that they did it, even though it's not finished yet.
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Nov. 2025
Long story short since when I was done this review is way too big and probably no one will read the whole thing: Really been enjoying the game, and honestly am really looking forward to future updates. A fun rogue-like game with a selling mechanic with meta progression. I took my time but basically done & unlocked everything except the last 2 backpack upgrades (that require a ton of money) and before I knew it I played the game for 35 hours haha. ------------------------------------------------------------ Moonlighter 2: The Endless Vault is a 3rd person perspective, somewhat rogue-like, game combined with a quite fun shop mechanic where you sell your gotten loot and have to find out what's the most optimal price. You are kicked out of your home by some evil dude that's looking for the vault, and you try to get back on your feet at your new place. And you can guess it, the vault appears near you and gives you the goal (main quest) of getting X amount of money from your sales from the dungeon, and then gives you a reward. As of writing it recently came out in early access. There's currently 3 biomes available with a day and night version (so technically 6 levels in which you can do a run). All biomes & day/night variant have their own material drops that you need, with the night version being a bit more difficult with new enemy moves and a different boss at the end. Basically during a run you can choose your path and decide what "rooms" you want to go through where you fight enemies and then take your reward (loot, combat perks, recipes for items or other bonuses). The items you loot have different rarities (common/grey, uncommon/green, rare/blue, epic/purple and legendary/orange). These items have a "score" that is a value multiplier when selling. This score can be modified with certain mechanics during the run that vary per biome, and it's honestly a fun puzzle to try to raise the score as high as you can (especially on legendary items). For example the first biome has a "burn" and "shield" mechanic that can be amplified by other items. Burning an item destroys that item, but could raise the score of another item. You can also "shield" the item so it gets burned, but not destroyed, and possible raise the score that way. There's a lot of fun combinations, and as mentioned each biome has their own mechanic. At the end you fight a boss battle, get more loot, and then leave and return to your hub / home. Lastly what you can do is sell your loot in your shop (or save up the items and then do a sale). You need to set a price for it, and people will show through an emoticon-animation if they think the price is cheap, good or overpriced. There's also a perfect price, but that is basically the upmost limit of "good", and 1 coin lower than slightly overpriced. So you set a price, see the reaction and try to hit that sweet sweet perfect spot. Honestly really fun to figure out. There's also a skill tree for your shop, as well as modifiers that give a bonus during your sale when you do good sales. Some customers also want specific things and give quite some good bonuses. Your shop is open for a limited amount of time per day, so you do need to keep everything stocked up and hope for the best bonuses to raise the sale price. More shop mechanics will be coming with later updates, which sounds fun. There's meta progression where your money and materials can be used to upgrade a large variety of things that assist you during a run in the dungeon, or when selling items. Think of upgrades to health/potions, different weapons & upgrade these, different armors and other bonusses. Some of these things are unlocked as you play & gather new materials, for others you need to complete quest or get a recipe and then buy it from a vendor You can decorate your shop with stuff you unlock through a recipe found during a run (and then bought from a vendor). For anyone that's made it this far in this review, sorry it became so long. Have been really enjoying myself and would definitely recommend people to give the game a try. And to close it off, thanks to the developers for this fun game and am really looking forward to future updates!
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Nov. 2025
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!
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Nov. 2025
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!?
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Frequently Asked Questions

Moonlighter 2: The Endless Vault is currently priced at 29.99€ on Steam.

Moonlighter 2: The Endless Vault is currently not on sale. You can purchase it for 29.99€ on Steam.

Moonlighter 2: The Endless Vault received 1,912 positive votes out of a total of 2,193 achieving a rating of 8.35.
😎

Moonlighter 2: The Endless Vault was developed by Digital Sun and published by 11 bit studios.

Moonlighter 2: The Endless Vault is playable and fully supported on Windows.

Moonlighter 2: The Endless Vault is not playable on MacOS.

Moonlighter 2: The Endless Vault is not playable on Linux.

Moonlighter 2: The Endless Vault is a single-player game.

Moonlighter 2: The Endless Vault does not currently offer any DLC.

Moonlighter 2: The Endless Vault does not support mods via Steam Workshop.

Moonlighter 2: The Endless Vault does not support Steam Remote Play.

Moonlighter 2: The Endless Vault is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Moonlighter 2: The Endless Vault.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 19 January 2026 00:44
SteamSpy data 24 January 2026 04:25
Steam price 31 January 2026 04:56
Steam reviews 28 January 2026 20:04

If you'd like to dive deeper into the details about Moonlighter 2: The Endless Vault, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Moonlighter 2: The Endless Vault
  • SteamCharts - Analysis of Moonlighter 2: The Endless Vault concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Moonlighter 2: The Endless Vault compatibility
Moonlighter 2: The Endless Vault
Rating
8.4
1,912
281
Game modes
Features
Online players
117
Developer
Digital Sun
Publisher
11 bit studios
Release 19 Nov 2025
Platforms
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