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

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Experience an action-RPG with roguelike elements where you live the double life of an adventurer and a merchant. Dive into vibrant dimensions to fight enemies, gather loot, and manage your backpack. Rebuild your shop and turn profits into gear for the next adventure!

Moonlighter 2: The Endless Vault is a shop keeper, rpg and action-adventure game developed by Digital Sun and published by 11 bit studios.
Released on September 02nd 2026 is available on Windows, Steam Deck and Steam Machine in 10 languages: English, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Spain, Polish, Japanese and Korean.

It has received 3,909 reviews of which 3,187 were positive and 722 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 29.99€ on Steam, but you can find it for 12.54€ on Eneba.


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: 12 GB RAM
  • Graphics: AMD Radeon RX 5500 XT or NVidia GeForce GTX 1650 or Intel Arc A750
  • DirectX: Version 11
  • Storage: 6 GB available space
  • Additional Notes: SSD (Recommended), HDD (Supported). Ultrawide screen supported.

User reviews & Ratings

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

22 hours played
Sept. 2026
I want to preface this by saying that I did not play the first Moonlighter and only picked up Moonlighter 2: The Endless Vault after its 1.0 release. This means I ultimately cannot compare it to the previous installment. That said, I cannot share some of the criticism people have directed at it. Namely, the bashing of the new art style feels disingenuous to me. The art style is cute, cohesive and distinct . Yes, it isn't the pixel art of the first game, but that doesn't automatically make it bad. It is simply a different style. If it isn't your style, that is perfectly fine. But calling it outright bad just because it moved away from pixel art is unfair. Gameplay The core gameplay loop of venturing out, collecting artifacts and selling them in your shop sounds simple, but it has a surprising amount of depth and addictiveness to it. Every expedition feeds directly into the shopkeeping and progression systems, which then motivate you to head out for another run. It is one of those gameplay loops where "just one more run" can very quickly turn into several. Combat The gameplay is well-rounded and the combat feels fun and responsive . You essentially have four different weapon classes that follow the same basic combat fundamentals. Over time, however, you unlock additional weapons within these classes that can alter the gameplay style quite significantly. This makes the combat easy to get the hang of while still offering a good amount of depth through different weapons, synergies and learning curves. You do not need to study a spreadsheet before picking up a new weapon, but there is still enough room to experiment and find combinations that suit your playstyle. Artifacts & Backpack Mechanics The roguelite mechanics are well-made and the base camp has A LOT of upgrades! All upgrades, modifiers and power-ups have been easy to understand and clear about what they actually do so far, which isn't always a given with these kinds of games. I never felt like I had to browse a wiki just to understand whether an upgrade was useful or how two effects interacted with each other. And then there is the dopamine rush of combining, reacting and chaining artifact effects inside your backpack. This system scratches that Balatro itch of seeing number go higher, multipliers triggering and you cashing out big when everything works. Properly arranging your artifacts and watching one effect activate another is highly addictive, insanely fun and unique . It is easily one of the standout mechanics of the game. Progression & Shopkeeping Once you make it back with a backpack full of valuable artifacts, it is up to you to sell them in your shop. You can decorate your shop and unlock additional furniture that can boost or alter the way you sell your items. This adds another layer to the gameplay beyond simply throwing everything onto a shelf and waiting for customers to buy it. Progression is tied to the amount of gold you earn. There are milestones the game sets for you and, once you reach them, new features are unlocked and the game gradually expands. It is a simple but effective progression system: Exploring earns you artifacts. Artifacts earn you gold. Gold unlocks more of the game. All parts of the gameplay loop feed naturally into one another. The Story The story is simple enough and mostly acts as a vehicle for the mechanics. It is a continuation of the first installment and contains several nods to the original game, as far as I was able to tell. However, it is delivered in a way that does not make playing the first game mandatory to understand the plot or follow what is happening. That is especially nice for people like me who started with this game. I never felt completely lost just because I did not already know every returning character or reference. Performance & Technicalities Performance has been smooth so far . I can't say I share the sentiment that the game "performs worse than it should for its looks." Lighting quality, polygon count, effects and enemy density all seem in line with the performance that is to be expected. It isn't some crazy optimization miracle, but it also isn't a micro-stutter fest. It runs well and plays nicely. The game can be played with Mouse & Keyboard as well as with a controller. I personally prefer using a controller and am happy that it natively supports PlayStation button glyphs as well as Steam Input . Keyboard and controller bindings can be changed in-game, allowing you to customize the entire layout. Nice! One criticism I do have, however, is that the game only supports FSR 3 as an upscaling technology. There is no DLSS or XeSS support, which is a bummer and will hopefully be addressed in the future. These features are essentials for PC releases in 2026 and should not be treated as optional extras. There are rarely technical circumstances where FSR can be implemented but DLSS and XeSS cannot, or vice versa. The good thing is that FSR 3 can be used by GPUs from all manufacturers, which offsets the negative somewhat. Still, supporting all three major upscaling technologies should be the standard. Final Verdict Moonlighter 2: The Endless Vault is a fun and enjoyable roguelite Hack n Slash that combines elements of Hades with a sprinkle of Balatro number-magic and a shopkeeping simulator. I enjoy it greatly and find its particular mix of mechanics genuinely unique. It might lack the same level of depth in any single category as some of the games it can be compared to, but the way it combines those individual ideas gives it an identity of its own. It is easy fun that doesn't expect you to min-max every decision or number crunch like crazy. You can engage deeply with its systems if you want to, but it remains enjoyable even if you simply want to complete a few runs, sell some artifacts and watch the numbers go up. Cute art style, satisfying combat, addictive artifact combinations and a gameplay loop that makes it dangerously easy to start another run. Rating: ★★★★★★★★⯪☆ (8.5/10) An easy recommendation for roguelite fans and anyone who enjoys watching numbers go up.
12 hours played
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
47 hours played
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.
13 hours played
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!
3 hours played
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.

No, Moonlighter 2: The Endless Vault is currently not on sale. You can purchase it for 29.99€ on Steam.

Yes, Moonlighter 2: The Endless Vault received 3,187 positive votes out of a total of 3,909 achieving a rating of 7.89.
😊

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

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

No, Moonlighter 2: The Endless Vault is not playable on MacOS.

No, Moonlighter 2: The Endless Vault is not playable on Linux.

Yes, Moonlighter 2: The Endless Vault is playable and fully supported on Steam Deck.

Yes, Moonlighter 2: The Endless Vault is playable and fully supported on Steam Machine.

No, Moonlighter 2: The Endless Vault does not support VR.

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

Yes, there are 3 DLCs available for Moonlighter 2: The Endless Vault. Explore additional content available for Moonlighter 2: The Endless Vault on Steam.

No, Moonlighter 2: The Endless Vault does not support mods via Steam Workshop.

No, Moonlighter 2: The Endless Vault does not support Steam Remote Play.

Yes, 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 17 September 2026 22:15 UTC
SteamSpy data 17 September 2026 07:40 UTC
Steam price 17 September 2026 18:55 UTC
Steam reviews 16 September 2026 06:02 UTC

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
7.9
3,187
722
Game modes
Features
Online players
855
Developer
Digital Sun
Publisher
11 bit studios
Release 02 Sep 2026
Platforms
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