My yearn for improvement from the original Moonlighter was the shop. It was a light-hearted idea that materialized a hidden desire. Fast forward to now, having anticipated a potential upgrade, I’m mostly satisfied with the newer model. It’s bigger, better, yet mostly borrowed. A double-edged side-effect, but a positive outlook. Improved dungeoneering, against a competent but largely untouched shopkeeping, still makes a strong difference to this plucky Early Access sequel.
Will and the village of Rynoka have been forcefully ejected into another dimension, turning their lives upside down. Will, most-critically, is without a shop. Beholden to a creature local to the new land, Will must submit to demands for loot from other dimensions, in order to raise a living. That is, until Will independently opens a shop after his friends convince the greedy creature to let Will cook.
Pixel-art and jittery animation make way for a plump, smoother and energetic world, as Digital Sun successfully switches to 3D and an orthogonal camera. There’s a greater pile of colours with a retained softness, and a penchant for mysterious green and luxurious purple. Personality is a winner. Lighting and shadowing call forth the heroism, and the overall change feels like Will has matured, and so have the developers.
The dungeon format is opened up and slackened with outdoor and some interior spaces, with arms and ledges. The extrusions allow brief breaths in combat, but relaxation is still out of grasp. In the early access form this tension unintentionally loosens, though time is in Digital Sun’s hands. We’re accommodated a nimbler and larger range of motion, versus the rigid cardinal direction for attacks in Moonlighter 1. A dimension’s dungeon is still subdivided, but with the route of the branching rogue-like tree. Each selectable map-node contains floating chunks of landmass forming arenas. There’s an arid rock land, or a museum with bridges connecting their platforms, and they can slightly differ in altitude with raised sections to mix-up verticality. Verticality doesn’t have an amazing impact, but it does give variety for enemy positioning, traversal, and great cover from projectile-firing foes. I’m not sure if arenas are procedural, but their infrequency avoided stirring boredom.
Daunting anticipation in the old dungeon warrens, of squared, unpredictable, retro-zelda rooms, has been replaced then, but its the in-fill that’s most surprising. The branching and reconnecting web of the roguelike progression map allows a balance of murky foresight and planning. Expectations are tuned into something reliably exciting. Combat, perk, and boss nodes of varying difficulty and reward stretch out ahead, emotionally fluctuating based on a run’s security.
The return of the looting versus survival maintains the tension of a run, and I generally never worried about it waning. My memory forsakes me, but there seems to be a much higher level of it here, though this early access version as of the 04/12/25 finds latter runs easier. You can consistently reach a final boss with ample health, loot AND combat perks which dulled the high watermark, though it’s not monotonous. I still hadn’t rinsed unlocks for the shop or reached the final available zones at this point, so I have conviction that balance is inevitable.
The first moonlighter, testament to the strength of its core mechanics, didn’t lose dread behind it’s pixel art. Each room felt rigid and claustrophobic. Fear has obviously been altered through the new ambience, the wider, elongated spaces, and the outlined choices for your run. The net outcome sculpts a bolstered tone of adventure, largely through music. And it’s fitting. Will has evolved from a hero-fledgling facing strange and wild dimensions, into an experienced double-life with vicious dungeons under his belt.
So far, Moonlighter 2 could be perceived to be tracking a rote and familiar track, despite its forebearer carving out a strong niche, but its derivativeness is successful, if content. The zenith of Hades and the usurping Hades 2, is understandingly alluring, and their genre-defining blessings are coated onto combat and perks, too. Combat is resultantly frenetic, dynamic, and richer. Will is agile and snappier and loves rolling. Enemy’s attacks of projectiles, AOE, and close range compel them to press you often – but, applying or stacking explosive Foam and Wound status compels you to meet them head-on. It’s a potent rhythm to clinch a round of attacks during their wind-up. This creates a feisty and rapid advance and retreat cycle. Hades 2 wholly reinforced it’s combat model, and although Moonlighter 2 is weaker and far from eclipsing – especially by it’s much shorter story – the shop is on the cathartic receiving end and is a cool down of this engine. The combat and shop bond is entrenched deeper.
One distinct combat change that Moonlighter 2 has, is the enemy rupture state, which is a fast track in arenas. Some enemies have a halfway marker on their health bar which shows their point of extreme vulnerability, so swinging your rucksack at them in this flashing, dark purple state propels them across the room. The effect is to ruin them, sharply felling health and whacking them into other foes. It also pushes enemies strategically backwards into damage-chugging traps. This feels like a plucky and makeshift way to mix-up combat and pop zits in the arena. Hades also has projectile weapons with infinite use, but not a finite-ammo gun (and later, variants). This is recharged by melee attacks, and whilst mainly utilised as a boundary-suppressor, a run’s playstyle can vitally increase its engagement.
Between punchier weapons, some with stronger states from filled meters, refreshing combat perks along the route, more proactive, increased and versatile enemies, a run’s changes favour a different attack. As a consequence, action is delightfully extended and more powerful than before. Sharper tension heavily weights the rewards of relics in a double step up over Moonlighter 1.
It took a little time to reach here, but expressing the improvements to combat was essential to sampling the satisfaction of selling goods, and the volatile amassing of run wealth. The backpack inventory mechanics have been deftly enhanced and raised into a prominent system, a ponderous game within a game, indelible to Moonlighter’s essence.
Each dimension has a unique inventory curse, like the first game, but with greater synergy, combined and singular risk, and variety, therefore, strategy. Items are comprehensively useful, not so much good or bad, which was my inclination from Moonlighter. An example from The Gallery dimension is a relic that shocks, which produces a tentatively brittle state. Unless a relic is relieved of it’s electricity by a numbing battery, another shock will destroy it. Shock, like fire, or crystallise, is a dominant curse, with other relics playing off that status to boost relic quality. One relic could have a trigger of shock that will repeatedly increase its value, or another, as a one-off effect, has an increase to multiple items value in the adjacent tiles. Positioning is also a negatively important factor. From the first chest opening on your run, it will aid smoother rejigging to prepare for high value loot, and, avoid mistakes. Special items with directional effects are extremely potent, but only when you’ve arranged efficiently. So, its imperative to avoid accidental placing when temporarily switching items between a chest and a tight inventory. There’s a particularly dangerous item, when placed in a corner, that destroys all same rarity relics in the same row to burnish itself. Predominantly, you don’t want to do this, as you’ll gambit lesser items for later. Arrangement is reassuring in its current state, as the quick move button eschews sluggishness, though a quick push to the sides would also be handy.
This system is fantastic, if, a little tempo busting. Though that’s the fault of easier combat in the latter Early Access lowering the consequence of wealth-loss. It also debases inventory methodology, when find-rates for rare, epic and legendary relics are largely improved through upgrades. For a good chunk though, videogame inventory chore becomes a bag of tricks: risky planning, preservation, the becoming of a puzzle. Accumulate potential wealth without triggering effects for too long, then risk minimalizing your take-home. Overlook the placement of a relic, then destroy valuable trinkets. Although dying only loses half of your inventory’s value – unlike losing most of the actual items in Moonlighter 1 – I felt a stronger sense of loss. Progression even retains value in function for common rarity loot that has become moot in value, to serve the superior needs of catchier relics. Each dimensions curse is coloured enough to branch out and mould its own course. The full game hopefully adds more courses and differentiates them further, though the test palette currently pitches thicker stakes through a run. Could the game tell me a little earlier to press my pendant, and escape intact? Yes. Though tis but a scratch – this is an inherently self-sufficient and permanently satisfying system, which the shop could learn from, for the full release, and the long term health of the game.
The shop, eponymously named Moonlighter, bags the rewards of the game’s meat and veg by being a soaking bath after the pressure. The fundamental mechanics mostly stay the same. Price setting has multiple tiers that customers really like, like, reluctantly buy, or angrily pass. Display cases now have passive boosts that vastly increase profit of certain quality-items, and are limited to one exclusive type on display. Loads more available furniture boosts sales as well, and is limited to one or two per carpet. The thing is, if it wasn’t for the superficial glaze of numbers flying upwards, deflating stress and reaping rewards, this system would be disappointing. There are leftover desires from the first attempt. It might be the victim of other system’s sizable upgrades, but I think that a large portion of reactive opinions will establish if the final game keeps on. I, was left slightly underwhelmed, wanting a competitive race to maximise profits with tactical mechanics, as impactful as the new form of dungeoneering. I think the game barely takes advantage of the different types of customers, or the hint of staggering item displaying to reward virtuous patience. I understand that the meal has been cooked, and service is all that remains, but the most unique ingredient of Moonlighter is being left behind.
On the other hand, the new perk system, the only major change catching the eye, does prod you to mix things up. For every likeable sale, the perk meter dings and soon unlocks interesting boons that prefer certain rarities to be sold. Some stack bonus profit for every sale! Even then, there’s no incentive to bust a move, as your general shop day starting haul will eventually be full of similar rarity, and the trading-clock doesn’t create a scorching pace. The quietness also gave me time to hold back and realise, that the same display pedestal could be used over again to maximise profit. Many display cases and furniture have overlapping functions and seem redundant. I don’t think the game wants to be this way, but I also believe the holiday from dungeoneering is intentional, somewhat. I did like that the calendar also incentivises revisiting dimensions, as certain indigenous items or rarities are temporarily popular, and that helps meeting your target in the earlier stage of the game. There are more unlockable furniture planned for full-release, but I don’t predict them being seismic at this stage. The shop is still full of unrealised potential that I wish Digital Sun will attune to, and make my shop-floor hounding feistier. I liked the auto-steering vibe, but I had a warehouse of energy left in the tank.
When the day rolls over and you redeem profit, there’s a lovely little hub with returning and new characters to support and sell to Will. It’s indulging and exciting to dash around the makeshift refuge-village on a deserved shopping spree. Upgrade your weapons, find-chance and health; buy furniture, decorations, and materials for upgrades. There are gaps on the village map that I presume are holdouts for new content, including more peeps. It all works well, though eventually routine, as like the relaxing of combat difficulty later on.
The village component is a passing layby without significance at the moment. Like the shop, it appears to be simple but honest, determined to serve the limelight of the combat, sitting as the first step in the gameplay loop. The Endless Vault underpins the longer term motivations of Will and his friends: a strange, sentient, golden geometric block, allying and giving essential rewards to them when reaching profit targets. This structure paces the upgrade paths. Characters gather at every reveal, and they exclaim wishes for the Vault’s blessings to benefit their endeavour: to reclaim and restore Rynoka.
During a few returns from runs, you find yourself accidently planted back at the dishevelled Rynoka, face to face with the ominous floating-chair villain searching for something, and eventually alluding to the desired vault. He then sends you hurtling back home. Your friends and the villain collectively affect a very background narrative, inputting fire-away jokes or minor chirps that briefly express personality. The dimensions themselves have subtle wrapped-up stories that are mainly lore-bound in relics. There’s a magical allure to stories, and many hub characters have ongoing emotional bonds and unsettled links to dimension’s fallen overlords and inhabitants, to which they quest you on. Though, nothing ties into the main goal so far. Their personal burdens are over quickly, and aren’t multi-layered or anything but boss-toppling. Overall, the top narrative and hub can feel hollow and below surface level, but depending on the size of the remaining story’s upcoming content, characters could bloom and interconnect.
The adventurous tone of the soundtrack reaps a upgrade in some parts here from no other than Christopher Larkin, fresh from further exposure in the dutifully composed Hollow Knight: Silksong. There’s a grandness in all of his works; heroism and breeziness weaves through the air. The opening theme tune plods a steadfast hoofbeat in rhythm, with strings building and nuancing the challenging horizon ahead, bejewelled with wealth. The starry tings of the night-time village guitar whisk a sleepier tone, almost a spa. They curve from mystical undertones and hint at the adventure, into gentle, childlike dreams, and the ebb and flow of the quiet life. All the elements find magic, whimsy, floating glimpses of the mystery and history of the dimensions around, and even in battle, they blanket. It would be great for the narrative to intertwine with the musical depth, instead of cameoing.
As technical performance goes, my arrival on the scene met a confidently smooth place, despite a brief wrestle with a now fixed stutter every time I rolled. So it seems, Moonlighter 2 ploughs away in a area that I thought was lower in the pecking order, though I beg to divert. I imagine many people will dislike the direction it takes, but to my ignorance, a subsection may have bonded over Moonlighter 1’s combat. Suffice to say, it’s more dynamic, livelier, and surges past the stiffer first attempt. I don’t feel hesitant to cast concern on longevity, as the current focal point has a vastly superior model in Hades 2. With that said, accusations of grabbing low-hanging fruit can’t be justified, because Digital Sun are catching rays in the domain of the Sun. Time is aplenty in Early Access to enlarge and buff the shop, so I’d find it a shame if the game’s identity homogenised. Right now, the glaze of the pretty numbers masks the priority, though Will would agree, the sale’s allure is as important as the journey.