Reviews from

in the past


Good game and very good gameplay.

Eu joguei uma vez rapidinho e não me prendeu, mas cerca de um ano depois tentei de novo e adorei. A dinâmica entre pegar itens e vender na loja é interessante, mas cansa um pouco. E os upgrades da cidades não são muito mais do que menus diferentes, mas também não precisam ser mais do que isso.

A história é simples, mas é legal e não interrompe a jogabilidade quase nunca. E a jogabilidade é divertida até o final, mesmo que um pouco repetitiva.

This review contains spoilers

After having this game in my backlog for a long time after briefly playing it, I decided to come back to it and finish it. A sucker for pixel art, the graphics are pretty and I have little to talk about in that regard. TL;DR: Great concept, poor execution. Only play if you know exactly what you're getting.

One of my biggest gripes with this game while playing was its controls and mechanics that obviously favored controller use, so the play experience while strictly using keyboard and mouse takes some serious getting used to, but I 100% blame myself for being too stubborn to invest in a controller to use on PC.

The idea of managing your shop and selling items obtained during your dungeon runs is a great pull, but in this particular practice, it got boring quick. Most items felt like random junk with little cue on how valuable it would be, which was an important factor in making money. After finding myself selling high priced junk for low prices and vice versa, the entire concept of managing the prices of your stock got boiled down to setting the price for an item absurdly high and slowly lowering it until your customers were happy enough to buy it. The most interesting part about actually managing your shop was an uncommon event when a customer came in willing to buy actual weapons/armor, but between how inconsistently they would appear, how rare it is to find weapons/armor in the dungeon, and how much resources it costs to forge them yourself, it felt too much like a waste of time. Instead, I found myself itching to get the shop management portion of the game over with so I could go back into the dungeon.

That being said, the dungeon crawling experience left much to be desired as well. Combat felt wonky and unintuitive, but it may be important to note that I strictly used the Big Swords throughout the entirety of my playthrough. The enemies and bosses you come across can be difficult and it can be fun overcoming that difficulty through learning and upgrading your weapons/armor, but every run felt the same after a while. You go in, kill things to collect a bunch of junk that fills your inventory quickly, leave, sell that junk, maybe upgrade given you can afford it, and repeat until the big boss is defeated. There are very few interesting rooms that aren't purely enemy filled, one being a secret room with a chest that you can fill with your junk to send back to your shop without having to leave, which was an all too rare occurrence. Another secret room involves entering a portal to a special floor that rewards you with a random run-bound unique weapon that... I never used. After realizing how pointless they were to get, I stopped entering the secret floors completely. Between the little variety between runs and boring itemization, I was reluctantly clawing my way through completing this game just so I could scratch it off my backlog.

After beating the final boss which proved easier than expected, I was able to experience the Between Dimensions DLC, which, unfortunately, was the most fun part of playing this game for me. Despite being a lot of the same ol' same ol', the dungeon that was an amalgamation of the four previous dungeons you spent time in proved to spice up the game just a little more. Having a single, longer dungeon that you're able to unlock checkpoints in as you inch closer to the final boss gave me a better sense of progression, but before I knew it, and before I bothered with much of the new content other than upgrading my weapons/armor even further because that's what I was trained to do up to that point, I had reached the final boss and finished the game entirely. Finally, after a grueling 38 hours, I was able to uninstall the game and never look back (until now, I guess). I had initially planned on obtaining all the achievements for the game too, but after seeing the few that involved beating the bosses without getting hit or beating them using only the broom, I decided I'd rather eat chalk. Any other game... not this game.

All in all, it's an okay game and there's reason it has Very Positive reviews on Steam, so I reckon I'm an outlier, but its unfulfilled potential was too great for me to enjoy it as others have. Due to my eagerness to beat the game, I skipped what little dialogue there was regarding the story, so I won't comment on that. As long as you know exactly what you're getting into first, you'll enjoy Moonlighter.

It introduces a curious combination between rogue-like dungeon exploration and shop management, which feels fun and engaging at first (although the shop section can get a bit tedious over time, and exploring a bit repetitive). The pixel art is astonishing and some mechanics, like discovering item prices and shop decorating, are a great addition. The game also presents various ways to approach combat, giving you different weapon options and allowing you to upgrade them and forge new items, adding a good amount of replayability. Gameplay-wise, its difficulty curve while exploring the dungeons could be better balanced; and its controls could be better polished, since Will can feel cluncky to control at times, and some enemies a bit unfair to dodge and hit.

As a final detail, there's plenty of references to other fiction franchises that felt great to see.


Starts out promising with a nice addictive loop but doesn't develop in any meaningful way or offer much incentive to keep working through the dungeons. I'm guessing I stopped around 2/3rds of the way through, and still doing exactly the same thing I was at the start. An increasingly simple and shallow game. It can be nice to stick a podcast on and just turn your brain almost entirely off but there are far better games for that.

The game is nice, if you like old Zelda games you should play it, the selling mechanic of the game is easy and fun but if you don't make constant progress it could become boring to replay the same dungeons all the time

This game's very comfortable. Very well made in the dungeons. And I felt such a sense of accomplishment watching people come grab the junk I had.

wasn't fun for ME. no doubt it's polished, but it didn't click with me, and i don't care enough to try to figure out why.

Tenía muchas expectativas para este juego y me decepcionó, muy repetitivo y no me acabó de enganchar

Joguei só 4 horas e cansei, bem repetitivo e mecanicamente fraco

I wanted to like this game so badly but MY LORD, the combat is terrible. I've played a ton of other indie pixelated games with way better combat than this. I don't understand why they didn't prioritize combat over everything else when this game's main gameplay loop is going into dungeons and beating up monsters.

I really liked the games premise, go into dungeon, beat monsters up, collect loot, come back and sell it, with the gold you make from selling things, upgrade your town, and progress further into the game. Unfortunately, the combat is just so bad I can't force myself to play this janky piece of crap.

Me gusta mucho pero es injugable porque no me quiero meter viciadas

A beautiful game with lovely music and interesting sense of aesthetic. Unfortunately, that's the most I could give it. After looking for more commerce sims after having an itch needing to be scratched from Recettear. Unfortunately, this was not it. The combat is ok, but that's really the most I could give it for me, though I do think the dungeon design is mostly unique with the roguelite elements, but the combat is mostly rudimentary in my opinion. While I wasn't expecting a full-fledged in-depth combat system, given how much this game relies on going into dungeons to collect loot to sell, it felt a bit monotonous at times.

When it comes to the commerce part, it feels kind of like an after thought. The first chunk with it was good, figuring out prices and juggling low shop space with getting stuff from my inventory and chest to put on sale, but after a while it felt more like a chore than anything else, which doesn't seem like was the intended effect of running the business. Work orders you get after you start upgrading your shop feel like an afterthoughts, with the payouts feeling mostly too low for the effort/remembering to get them done. There's things like thieves to take items from your shop, but you usually only get one a day at most and they're so easily stopped it feels like a non-factor. Add in the registers that earn you extra money and decorations that give you even extra tips, and you're swimming in money.

Which is good, considering how much items and upgrades cost, but towards the end of the game I was only opening the shop once or twice just so I could get the last bit of money to get a new piece of armor and some potions, and then gunning dungeons.

It's an interesting game, but ultimately, it didn't scratch the itch I had, as much as I hoped it would.

Legalzinho, bom roguelike pra começar

I bought this game after I played the demo (which I really liked). I thought the game played loop seemed fun and interesting. Fast forward ~7 hours and I realize it's just more and more of the same... This usually doesn't happen, but I got bored. I had absolutely zero motivation to continue. I feel like the game could use some extra pizzazz--story, mechanics, etc. It's a shame too since it has potential.

The mixed reception to this game confuses me, I don't understand what's not to like here. The dungeon-crawling is pretty simple, nothing special in its clear Zelda/Rogue inspirations, but it works great in tandem with the shop management, which is super fun. I thought initially that it was lame to have to guess the prices on my own, but then it quickly became the most satisfying part of the gameplay loop. Also the game is gorgeous, the lack of outlines gives a striking look. If anything, I could've asked for a better soundtrack; it's pleasantly catchy, but I don't think a single track will stick with me.

fun watching your racks grow but acquiring the items to sell is kinda boring. combat system is very unsatisfying.

Very satisfying to sell things for a really high price so you get allllllllllll the money

The shop mechanic is lovely and I wish I got to do it more. But the rest of the game is just annoying, to be honest. The dungeons are unbalanced and repetitive, essential resources at the beginning are locked behind being lucky to find a room. The choice of weapons and equipment is not up to preference but up to the obvious stronger option. After just a few hours it becomes a grinding game where there's little more than upgrading and selling items, and even those get boring. Never finished, probably never will.

pixel art muito bonita, muito bem animada, música boa, história mmeh, simplinha. mas em questão de arte e música
é muito boa, gostei muito de pegarem a mesma música do menu e fazerem versões diferentes para cada boss. jogabilidade boa,
gostei dos upgrades e eles não são complicados de se entender, mas a partir de um momento o jogo
fica repetitivo e chato, mas eu achei um joguinho legal, diria que vale a pena.

So Moonlighter is a special one for me - double-premiere entry, being the first game started in 2024 AND on the Steam Deck OLED!
So far, i am really enjoying it! First of all, it suits the couch-bending, sleep-depraving gaming behaviour you can develop easily with Valve's handheld just perfectly. Perspective and graphics are super-fitting, colour-popping on the OLED-glarescreen (512GB-model) while battery consumption stays low even on super-smooth 90fps locked. Gameplay and -loops glue you further to the canvas - there's this addictive "Ok, just ONE more dungeon!"-feeling to it, at least for me.
I like both main-parts of the gameplay (as far as i can identify, i did not got myself a briefing online before playing):
1. the dungeon-action-rpg-crawling, which plays like a smoothed and speeded up mixture of classic "Zelda"-Games and "Hyperlight Drifter." You choose between some basic weapons and armor-sets, two sorts of attacks, one second ability, evasion-jump, 8-directional direct controlls - that's basically it. Very enjoyable! Monsters vary in many different ways, from appearance to size, immunities and attack patterns.
2. As mentioned before i like as well as the economy-part - selling stuff and building up the city/character/Moonlighter-store.
The latter is the name-giving business-property the game centers around: in top-down-graphics, that somehow remind me of "RPGMaker"-Games (especially regarding the textboxes and some environment assets) you go from the small city of Ryoka(?) in one of the five dungeons outside the city. There, you grind for loot, kill monsters and bosses and adventure further down the several levels of each dungeon. You can choose between day-runs and night-runs - the daytime-feature also effects the city, or at least your Shop. There, you can sleep, stash your gear/items - and also sell them. When you open the store - apparently only possible during daytime - other adventurers, who function as customers, enter the Moonlighter. You place items, set prices (and adjust them on the fly), get the cash and upgrade the your gear, the town and the shop itself. Just to hit the next dungeon (every time procedural generated). So here we have our two gameplay- and reward-loops - as i've already mentioned, i dig both of 'em.
So far i am still beginning to build up everything, only 3 hours in the game, still in the first dungeon - but i am getting there.
Up to this point some of the information mechanics could be done better. For example you have to look up the properties of every item by tab-changing in your inventory instead of direct tooltips. The backback is really small too, so that you quite early in the game have to spend too much time with inventory management in my opinion - not that well-down, especially in regards of you not knowing which item could/will be sellable/usable for certain craftings and so on... I guess "Moolighter" therefore should really work well in terms of several playthroughs. So far, i am relishing my first one, bringing back the old-day GameBoy-Zelda-feelings. Guess that already brought home for me the "makes-me-happy"-feeling.
EDIT, towards finishing the Game:
Approaching the final dungeon of the game after unlocking most of the game's mechanics, i can happily confirm my former self - Moonlighter is just fun! Overall it will always mark an entry for me personally, as i mentioned - getting back that old GameBoy-Feeling of just grapping your console, hit the couch and game away. From this perspective it's one super-suited mobile experience, as far as i can tell in regards of the Steam Deck. I was thrown back to those happy days, where you look forward to play in the evening and think about optimizing the dungeons runs even hours before - althought there are no adventure or puzzle elemtens, with which Zelda and the like used to entertain my younger-self-brain sitting in school or elsewhere. But the experience came near it - for which i credit Moonlighter its smooth flow.
From flow to flaws - but there are little, i think:
For one, again, not all information is transported properly or can be customized. I found it annoying for example, that i am not able to mark loot which i need for timed-business-contracts (as far as i know though), so that you have to keep track of those materials manually in order to not accidently sell them. Further on the game gets - obviously - a little bit grindy. In its essence that's what it's all about, right? But for the first half it conseals this fact better than in the second, when you're getting used to the mechanics. If you tend to grind a lot, it also gets a little imba here and there. So did i have problems with the second boss because i wasn't geared up enought - but realizing upon that, i upgraded every possible equip and then easily layed the boss an hour later. From there on i prepared as good as that accordingly for the other two dungeons, which resulted in easy bossfights for dungeon 3 and 4. Even did not need the potions any more (did go for a heavy armour with lance playthrough).
Also the implementation of the Between Dimensons AddIn was nice, but did not really kick in. The Adventurer's Dungeon, which you can enter in every standard-dungeon and functions like a sort of shortcut, was a quality of life feature, but not more lootwise for me - the special weapons dropped by every minor boss i did not use at all. Same goes for the Bankier-expansion, which i bought only towards the end of the game where i had already enough money for everything. Which really came in handy was the assistant though, who takes care of your business selling the items - but in turn changes the game loop to much more using the action-part than the economy-part of the game, if one likes to (i did). So depending on how early in the game you purchase that expansion, you can alter the gameplay-experience fundamentally by, from there on, just giving the selling a hardpass. Which i did also in terms of regulating the prices. Yes, one can find joy in finding the exact best prices - but it's not necessary, at least on a first playthrough on the recommended difficulty.
But all that said i really want to end on a high note - a super-comfy Indy-experience worthy of kicking of my 2nd-Renaissance handheld-phase and also a worthy successor to 11 studios other games i played (This War of Mine) and liked very much so far or which i am going to play for sure in the future. Looking at you, Children of Morta!

Pra mim foi uma grata surpresa para fechar 2023. Moonlighter é simples, mas extremamente divertido, provavelmente alguns não gostam justamente pela sua simplicidade, mas tem sistemas de upgrade bacanas e o jogo te instiga a ir e voltar nas masmorras para coletar itens tanto para venda, quanto para fortificação dos equipamentos. Ótimo passatempo no geral.

Jogo bem legal e curto pra zerar em até 2 dias.
Vale muito a pena pegar em promoção e ainda tem uma DLC por R$2,00 que expande um pouco ele.


Very simple and short game which is easy to understand and play. Animation is fantastic and charming. Merchant selling mechanic was really addicting and the town-building was really simple. Soundtrack is great. The ending wrapped around in a really logical and fun way. The grinding in this game wasnt obnoxious either, which is a big pluss.

Organizing your inventory to accommodate curses on items was a really unique and refreshing concept. I would love to see this more often in roguelikes.

Sadly, Moonlighter lacks depth.

Combat feels janky and the ability to experiment with weapons are locked behind rerunning dungeons, which is unfortunate considering I don't want to waste more time when I want to progress, making it feel monotonous and a chore.

Some vendors were either useless or not really useful; take or pick. Your rival merchant shop wasn't useful in any way. The relic vendor was okay, but not necessary at all when I can essentially use my gold on something more useful. The banker wasn't really as useful either considering I could make 10x of the interests he could return.

Dungeons were repetitive and the "random" factor didn't really play a strong factor. Bosses felt repetitive.

Overall, this game was still a good playthrough and I would honestly recommend the game to a kid. It's short and fun. I really love the animation in the game too.

The game however, could have been fleshed out more both in story and combat if it truly wanted to stick out and be remembered.

Roguelike com lojinha, que ideia pica. Por mais roguelikes que combinem com mecânicas de outros gêneros (tenho que jogar cult of the lamb)

game is too tedious and i felt like there was no end goal. the game felt aimless and tedious