Reviews from

in the past


This game enhances Momodora: RUtM in every aspect, the world is more challenging and the combat/builds are more complex thanks to all the sigils.

To start off, if you've played any of the Momodora game's, this is easily the most polished one. Best art style, best music, best gameplay, it has it all. Playing Reverie Under the Moonlight (RUtM) and then hopping into this one was like a breathe of fresh air in how it controls.

For the price that it's at, for how enjoyable it is to control, for how wonderful the sound design and combat feels (until you get obscenely broken at end game, but that's more of a reward for if you do everything so I can't knock it for that) this is a fun romp of a game.

Some have mentioned being a little disappointed that it wasn't as hard as RUtM, but both the hidden and boss rush is a nice post game challenge and not every game has to be super hard. You don't even have to play any of the previous ones if you'd truly like, since RUtM is explained in the game through optional text and you can enjoy this without worrying too much about it since it's barely relevant to the overall plot.

If you like playing good games, then play this one. I'm going to work on 100%-ing all the Steam achievements eventually, that's how much I enjoyed this game

Good LORD what do you mean I beat this over 4 months ago. I have a decent list of games I've beaten that I have been stupidly lazy about adding here so might as well start with this one cause lord knows where I'll begin with Cyberpunk. This is a pretty decent metroidvania, but one that never wowed me. It functions, its even enjoyable at times, but looking back there's a lot of the experience that was kinda just there, and the game never had me truly surprised. One exception, the gorgeous pixel art. Credit where credit is due, its a beautiful game that had me stopping to look fairly often. The animations are wonderful to look at, even if they repeat a fair bit. As for the gameplay, if you have played literally any game metroidvania adjacent you know exactly what to find here. Combat is a little challenging in boss fights, I remember a couple took me a lot of tries, but you can always just go somewhere else in the map and get noticeably stronger with health or extra damage pickups. This is made easier as the game clearly tells you where there's still items to be found, a godsend when trying to get everything possible. The combat itself was also a little basic, you don't have many moves but the tarot system opens up some build variety. Though I am boring and therefore mostly gravitated to the reliable extra damage and more healing ones. The story was also pretty whatever. Now to be fair, I played Reverie under the Moonlight at least 5 years ago, and none of the other Momodoras. Any kind of potential nostalgic callback in the enemy design or items is mostly lost on me. The game does provide a summary of the events of the previous games, but none made me think "shit I have to go back and play that" and the plot of this game didn't really keep my attention much. Momo may be the protagonist but she's completely silent during gameplay so she doesn't actually get that much time to shine as a character. Her relationship with the other heroines is kinda nice, particularly Cereza, but Dora barely shows up. There's still some stuff after you beat the game, like a hard mode, a boss rush or achieving 111% completion, but even on the best of games I have a critical lack of shits to give about any of that. If this is really the Momodora series' swansong, then it is kind of a whimper. I hope that the studio keeps going though, they clearly have the basics of a metroidvania perfectly nailed down, there just has to be something else on top besides their visual artistry.

Le jeu est tellement LENT... C'est fou d'avoir l'impression de contrôler un 6 tonnes dans un metroidvania, et même les combats de boss sont pas fou. La première fois que j'accroche pas du tout à un metroidvania et où je me suis senti forcé à continuer. Au moins j'ai rien à redire sur les musiques.

I played the momodora series on a whim and ended up really enjoying seeing the progression the dev made with each entry. Momodora 4 Reviere under the moonlight being the crown jewel in my opinion. This game did not change that, but it still was a very fun experience that i ended up completing 100%. My biggest gripe with this game is the lack of a hard mode, and some of the bosses having only having a handful of attacks. Making the combat more punishing without making me equip the "1 hp" seal and throwing in a few more attacks for bosses would have done wonders for me. Being oneshot by every small enemy is not something i long for, but being being able to facetank bosses is also a bit extreme. However despite this i enjoyed this game a lot.

I really enjoyed the "anime" moments that were thrown in on specifically two bosses. They were well integrated. I remember being fairly annoyed at a similar thing in metroid dread where it would lock you in a long execute animation, but this was made very smoothly and did not disrupt the fight. Id like to see more of that.

It is also less open then Rutm as far as i can tell, i managed to skip one boss on my third run but rutm just felt a lot more open and the actual search for items and locations just felt better, im not sure how to describe it exactly.

The good:
Amazing art and animation
Really good music
Solid movement, actually a pretty big step up from Rutm
Amazingly designed bosses and charakters
Sigils felt rewarding to collect and there were interesting powers


The Bad
Lacking difficulty (as a die hard metroidvania nerd)
Bosses lacking attacks (some i swear have 2)
Room design feels less punishing then Rutm
Way too many particles when spamming attack
Map/progress does not reset back to the last checkpoint on death

In conclusion if you are a fan of momodora or metroidvania games and want a chill time with absolutley stunning art youll enjoy this game. If you are primarily searching for a challenge you probably will not.

I do hope this game does well as i think rdein/bombservice has put a lot of effort into it and i want to thank him for all the fun i had thanks to the momodora series.


For what appears to be the last game in the series, I was surprised to see how moved I was from just seeing how these games have evolved over time. It's odd watching something you played because it was free (when you were, like, ten) turn into this. I think growing up alongside something makes you susceptible to fond feelings for it, and that’s the case here. Returning to Momodora was a really great time for me.

It goes without saying that this is one of the prettiest games of the year by a mile, at least at the time of writing this review. I think that’s become something Momodora is known for, and it’s well deserved. Every environment has a certain character to it that I can’t quite put to words well. I enjoy that sort of thing.

I’m fond of the gameplay changes made. I found it less difficult than Reverie, but that’s not necessarily a bad thing. The sigils felt fun to find, and to some extent I experimented with all of them by the end of the game’s runtime. The movement isn’t the most pristine thing, but it’s generally fun to explore each environment, and I never felt like I was too slow to be having fun doing so.

While it lacks the depth of other examples within the medium, the narrative isn’t necessarily boring either. While it’s aided by the visuals, I did feel connected to what was going on in the world by the end of things. This could be a biproduct of playing every game in the series, and I could easily see someone playing this game and shrugging off the story entirely, but it resonated with me. To avoid spoilers, I’ll cap this by cautioning you to not go into this one expecting the same bleak world as Reverie. This one is more about hope than anything else.

Anyway, it’s a damn good game. With games such as this one the worst part is that, by the end of it, I don’t have anyone to really talk about it with. If you read this review, play the game, give it five stars, and then discuss it with me. That’s your mission. If you’ve already played it, you have permission to be my friend.





A well-paced breezy adventure with a delightful art style and a beautiful soundtrack. Nothing mind blowing gameplay-wise but the movement felt incredibly polished and the Sigil system created a nice amount of room for build customization and experimentation.

i think RUtM is still my favorite momodora title, but i enjoyed this one. vibes, music, art were all fantastic. boss fights were simpler than i would've liked, but i still enjoyed my time.

i did spend a full 2 hours of my 8 hour playtime trying to complete the log just to realize it bugged out for me and i'm catching the fish but the game isn't registering it and that was frustrating.

Pretty good, worth the 10 hours.

The art takes a step up from reverie, but the gameplay felt a bit more dull. Boss fights felt more dumbed down both in difficulty and complexity which is a shame as they were my favourite aspect of the previous entry in the series.

I do have to give some praise to the sigil system for keeping it fresh. I switched up playstyle a fair bit by moving the sigils around and it was a lot of fun to experiment with (I ran bow focused, glass cannon, and magic focused throughout my playthrough)

I always find it particularly interesting when I find a piece of media that doesn't do anything novel, but is wholly unique all the same. Momodora: Moonlit Farewell is that. It has made a clean, inviting home in its niche, and it is inviting you to come visit for a nice chat.

Momodora as a series does not bring any wild ideas to the metroidvania genre, but you do play as a priestess with a maple leaf for a weapon, and I'm fairly confident in saying it's the only metroidvania like that. These are games whose strengths are in how they tailored a set of existing gameplay ideas to the developers particular tastes. The appeal is less in discovering some new place to explore, but in exploring a familiar place in a different way. It's something fresh, but not something that requires you to learn a whole new way of living.

Moonlit Farewell is a what you'd expect from the genre, but it's not everything you'd expect from the genre. It's a carefully chosen subset of elements that are a result of the developer's limits and experience—having already released several games of this style and learning what they do and don't like to do.

This is a long-winded way of saying the game is a lightweight, streamlined, and polished metroidvania, and I quite like it for those qualities. Compared to Reverie Under the Moonlight, the previous in the series, it feels better to play, is more satisfying to play, sits at a perfect length, and maintained a pleasant experience for almost the entire runtime—though I'm sure my familiarities with the quirks of Reverie may have biased me a bit in that aspect.

Oh, and above all of that, this game is gorgeous and I adore the art style. I played it on a Steam Deck OLED and made sure to show it off to all my friends and family and they all quite agreed. The scenery, the effects, Momo's animations. It is all very pretty. The artist(s) should be proud.

From a gameplay side, I will say that I did find some of the boss fight balancing a bit uneven. Mostly dipping into a bit too easy on several of them. But one counter to that is that I seem to have become a bit of a power gamer over the last three years, and I found a particularly lethal combination of the traits available which the average player may not. The other counter is that easy is fine if it means it's staying smooth and relaxing.

Maybe it's the FromSoft brainrot that causes me to even feel the need to justify that, but there it is.

Whereas I would have only really suggested Reverie Under the Moonlight to people plumbing the depths of this genre niche, Moonlit Farewell has reached a point of polish and artistic appeal where I will happily recommend it to anyone. It is the type of game that—to me—justifies delving into a niche and which can introduce the curious to that kind of spelunking. It is a very nice little game and I would love to see more people appreciate it.

I think my problems with this game lie in 2 key points: Upgrades felt more or less superfluous. The game design was, on an aesthetic level, pretty boring.

Momo controlled great in and out of combat. The forced combat sections in levels were a good mix up. However, I think many enemies were too squishy.

I was expecting more, but ultimately the game delivers on a fundamental level. and thats fine. 3 stars

Jogo fofinho e bacana, estilo bombservice dos antigos momodora, é legal pra passar o tempo, protagonista fofinha

major step ups from momodora RUTM in nearly every way and more fun to play.

main focus in combat is the leaf this time, in RUTM bow got so overpowered in the end that I just used charge shot and obliterated the last boss's health bar but with this one I can say I rarely used the bow from start to finish, there are also varying bow sigils to try but because they drain your magic points and magic points are used for healing up its not worth it, if you are doing a challenge run like no hit/ no death, those bow sigils could come in handy, other than that yeah ranged is bad, at least the amount of extra special attacks in melee you can gain with sigils are fun and doesnt make you miss the bow that much.

exploration was very chill with question marks in areas you explored, you know something is there you'll get a neuron activation and start to hug the walls or spam jump or down+jump. I think I like the addition but I wouldnt want it in all metroidvanias I play, sometimes is fine.

final boss is lackuster just like RUTM but this time it redeems itself with nice visuals. 3-4 phases but low health pool Im sorry I dont even see all your moves because youre already dead in like what 1 minute, both games couldnt make the balance work

tive o orgulho de zerar essa maravilha com meu mano pirarocu e foi incrivel dms, espero q não seja realmente o ultimo momodora

estiladísimo y con buen pulido, sin embargo reverie under the moonlight sigue siendo el mayor exponente de momodora

personalmente creo que está falto de las antiguas recompensas no-hit, era lo que más me emocionaba del progreso y me impulsaba a mejorar, por otro lado el jefe final fue bastante decepcionante

Do you wanna play a good Metroidvania? I now push you toward Momodora Moonlight Farewell. Its excellent in terms of challenge and even though its a series you do not need to play the previous games to enjoy this one. Also there is kitties and you may pet them You can pet all the kitties! That alone should sell it. However if you need a bit more, its pretty and its solid in how it plays. It is also on the short side at around 20 hours playtime. You play as Momo who is a maiden from her village sent to find out why demons are roaming around and stop the world from ending

Um desfecho perfeito para uma franquia tão amada.
Entregou tudo e mais um pouco, o nível de melhoria do RUtM pro Moonlit Farewell é GIGANTE. A gameplay é muito bem fluida, a história se passa depois dos eventos do terceiro jogo e termina lindo. A progressão dos jogos que o rdein fez na questão de desenvolvimento é um negócio muito foda de se ver, desde um jogo que era um cave story, pra uma belezura dessas e bem original, esse jogo é LINDÍSSIMO e tem cada cenário muito bem detalhado. Os mapas são bem criativos mas é meio triste usar uma repetição de bichos dos jogos anteriores, mas não é como se fosse o fim do mundo também, os bosses a maioria eu achei bem legal e divertido de lutar, mas tem outros que achei bem desinteressantes (Ainda considero a Fennel do RUtM como a melhor boss da franquia). Tem vários sistemas legais de companheiros, um de ''buffs'' que são as cartas com poderes adicionais e ao decorrer do jogo vai se desbloquando o pulo duplo e wall jump. Amo a Momo e a Cereza, os diálogos entre elas dentro do jogo são bem engraçados e divertidos.
O jogo novamente é bem balanceado com dificuldades separadas pra quem quer um jogo leve ou mais desafiador, então é pra agradar todo mundo, a duração dele acaba sendo 3x maior do que o RUtM desde que a pessoa explore bem todos os mapas e pegue tudo. Amei a experiência e foi um final perfeito pra franquia, não sei se o rdein pretende continuar ou se aqui é o fim, mas se for, obrigado mesmo por essa franquia maravilhosa. 10/10

I don't know if I like it as much as RUtM, but this is still a fantastic game. Movement feels amazing, map is well designed, bosses are challenging. It's also like drop-dead gorgeous. Only gripe is that it doesn't do anything TOO new for the genre.

As someone who found Reverie Under the Moonlight an awkward gaming experience from start to finish, I was halfway only playing this because I'm so deep in the series already, and I haven't played that many new games recently. My concerns were largely gameplay-oriented, as RutM struggled a lot with making its combat and traversal smooth and enjoyable, but I was pleasantly surprised by how good this game feels to play. Sure, it's simple and way too easy, but compared to the slog of yesteryear it's a breeze. The sigils make a decent foundation for experimentation, and the progression is more exciting than before. Musically the game is fine, and the visuals are also top notch, even if the insistence on giving every female character with sufficient poly count huge breasts is a little ridiculous. In general, I love how distinct the series' identity has become over the years, both in the visual and storytelling departments. I really wish the ending felt more impactful however, given how much it means worldbuilding-wise, but that aside, I was consistently entertained. The game as a whole is not gonna linger in my mind for very long, but it was fun while it lasted.

Moonlit farewell is a pretty underwhelming send off. I don't know if rdein, the main developer, had just lost his passion for the franchise after minoria or what but this is not the dark souls 3 to the momodora series. The game starts off relatively fine with the first area having some of the best music in the game. The start also includes you getting lore dumped about moon gods and the history of the village and a bunch of other stuff I did not care for. This is not how you start off your game, its why a lot of jrpgs lore dump you at the end when you're already invested. The best way would to be to learn about throughout the course of the entire game but we don't live in a world where this happens too often.

To cut into the main problems of the game, is that this is a mostly safe re-tread of past games. It feels like the soul has been drained and the formula has been followed to try to mechanically produce the most optimal game like a robot. Theres enough here that I did enjoy it and the final area brought this game up half a star but its sad that this is what we get after minoria and reverie. You can even see the lack of soul in the start up screen. Here, its just a bunch of weird sigils on a black background, minoria is a little more stylized, but reverie starts out with a wonderfully made view of the city you explore. It feels like a creative slump or just a slow decline from reverie.

To compare this to reverie in term of gameplay, its mostly worse. I praised reverie for being simple and executed amazingly. Even if its simple, if its done well, any game can be great. Reverie is a smaller-scale game, but it benefits from that. Movement is tight and precise. In Moonlit Farewell, movement is loose and its harder to make precise jumps. Luckily, the game does not really ever challenge you in terms of platforming which is an issue itself. The game also does a DMC a lot where they lock you in a area and force you to fight enemies which minoria did but this game does it way too often. Most items you pick up mid to late game will force you into one of these encounters. Theres also more enemies, which sounds better until you realize most of them do the same thing. The games combat is fundamentally broken. It appears the same but the sigils you acquire trivialize the game. My sigils that I had equipped made it so once I hit the mid game, I never moved during a boss fight. Most bosses are giant stagnant guys that shoot things at you and have 2 moves. You have so much healing resources that taking damage does not matter. I equipped a sigil that gave me invulnerability after healing and one that gave me a shield after healing and then I never moved during a boss ever again. You get so much healing on top of that and with the companion system that is never explained, gives you even more healing. The bosses are worse, the enemies act the same, sigils are insanely busted, and movement being more loose combines to make a worse experience. Theres also a issue where there is too much effects that sometimes its hard to tell what is happening, which I guess isnt an issue because I could beat all the bosses with one foot on a wii remote. Easy games are not bad, but games that are so easy that I don't have to move during combat is a problem. Not having to engage with the game or its mechanics is a problem that cannot be overlooked, at least in a game where engaging in its mechanics is supposed to be the best part of its gameplay.

The game looks nice, but the sprite work feels off. Maybe its just bias, but I enjoyed reveries sprite work more, it was just so animated and detailed. Thats not to say this games art style isnt detailed but it looks more... stale? If I had to choose a word it would be that. Unlike minoria, the music here is pretty nice and balanced. The starting zone and the final zone have the best music in the game and everything else in between is just fine. Unfortunately though, the story here is just kind of a detriment. I would understand if rdein wanted to get away from momodora and just create something different. Being tied down to a overarcing narrative is pretty restricting and I feel like having to explain all this story is detrimental, especially when its not that important or interesting to the experience.

Game is still good though, but I hope rdein moves on from this franchise in hopes of creating something filled with more passion. Maybe even experience with other game genres, I dont know, but whatever it is, I hope he enjoys making what he does because passion is ultimately what makes games enjoyable to play.

A worthy sequel to the great predecessor in all aspects. The music and the art style are again top-notch. What I really liked here was that you had a home village that you could return to at any time and where things also changed, albeit not too often. In general, I found the gameplay smooth as butter and super motivating. The exploration is fun and feels rewarding. The characters and their interactions with Momo are very cute and sweet. The boss battles were a highlight and for me even better than in the previous game. Only rarely did it feel a little unfair. Sometimes things got a bit messy, especially when you're fighting with several characters. This game has a place in my heart. The melancholic mood and the fact that this is probably the last part of the series touched me emotionally. Fans of the series must play this.

It is a fantastic 2D platforming title that boasts a nice presentation and good level design that can challenge you but not strangle you. Good narrative pacing and skill acquisition keep Momo's game from getting stale, not to mention the fun boss fights. A perfect title for Metroidvania loyalists and newcomers alike.

Um jogo legal mas MUITO inferior ao seu predecessor, Moonlit Farewell falhou em surpreender e no fim é apenas mais do mesmo no mundo de Momodora.
O jogo é bem rápido, demorei 3 horas pra desbloquear o "fast" travel e mais 3 horas pra zerar o jogo fazendo tudo o que tinha pra fazer. A gameplay é a mesma do RUtM e a história é bem simples e genérica, eu preferi a lore de todos os outros momodoras mesmo elas quase não sendo desenvolvidas. Os créditos finais mostrando cada Momodora foi muito muito lindo.
Vou listar os pontos negativos abaixo pra ficar mais organizado:

>Nenhum boss ou NPC memorável
>Nenhuma melhoria ou mudança considerável no combate (tirando os sinetes mas aí vai depender da sua build), o modo Harmonização da lua nem conta já q é só um improve de attack speed e dura bem pouco apesar das animações serem maneiras.
>A barra de fôlego é uma merda, você gasta a barra inteira em 3 segundos só pra correr um pouco (bem pouco) mais rápido o que torna a locomoção bem chata, ter que usar um sinete pra consertar isso é frustrante até pq se vc usar o modo Harmonização da Lua o fôlego vai gastar do mesmo jeito.
>O "fast" travel n funciona em todos os sinos.
>O dinheiro não serve pra nada além de comprar os sinetes com a Cereza, e mesmo assim eles são bem baratos e os sinetes que você pega na exploração são muito melhores (menos o de ganhar shield ao curar, esse é muito OP)



ends this great series in a very good way... classic for me of metroidvanias.

Goodbye Momodora

This game reminded me of Ender Lilies even though it has almost nothing in common. It was nice, tight, and a good 10 hours of metroidvania fun. Cute anime girls, cool bosses, dreamy music; I adored a lot of things about this game. The Sigils could have been space out better because I was doing alright throughout most of the game. Late game I got 3 sigils back to back and became an unstoppable monster, kinda flattened the endgame. Bombservice ended Momodora well and I will follow them to their next game.

The Famous "Point-and-Click Adventure" series continues as the titular Character Momodora digs, flies, and crawls through The Evil cyberworld of Dr. Momodora! Zero stars.

In many ways this game completely blows its predecessor (Reverie Under the Moonlight, aka RUTM) out of the water.

The pixel art is gorgeous. The animation is fluid. The lighting and 3D effects are subtle and go so well with the visuals. The music is fantastic.

I loved exploring the map and collecting stuff. I got 110% completion. I might go back to finish off the 111% completion, but it just involves some less interesting content I don't feel like playing.

The difficulty is overall pretty low, especially if you actually equip all the good sigils you find. Unfortunately the new companion system feels very weak. They don't do enough to really warrant being more than a pretty little sprite following you around.

I'm not sure the game really benefited from having a stamina meter, and the later game transformation you receive wasn't around long enough for me to get much use out of it.

Most of the game was pretty easy, but the last two areas had enemies that could blitz down your health in a jiffy if you messed up. Not too hard, just weirdly had more deaths exploring than I did fighting bosses in this game.

All of the multi-phase boss fights are really fun and cool. Only one boss fight was a bummer for me (the blob).

Sometimes the cool graphical effects and pretty sprite overlays were hard to see and I took damage because I couldn't tell what was happening.

The story and characters felt a bit more involved and interesting than the previous title.

The game also very much feels like the farewell in its name. You can tell Bombservice really wanted to make the biggest and best Momodora game. Even if I'm not sure that actually makes me like it more than RUTM, it's a very impressive game.

Also, if you avoided Minoria, I think you should go back and give it a shot. I liked it more than most, but I think it certainly didn't deserve the hate that it got.