Fiche du jeu / ROGUE BY ROGUEMoonlighter
Texte original · AnglaisMoonlighter is an Action RPG with rogue-lite elements that demonstrates two sides of the coin – revealing everyday routines of Will, an adventurous shopkeeper that secretly dreams of becoming a hero.
Notre note
Classé après évaluation des cinq critères
Jeu répertorié. Évaluation à venir.
Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA top-down action RPG with rogue-lite dungeons where you loot randomized-layout dungeons by night and run your own shop in the town of Rynoka by day (Digital Sun / 11 bit studios, 2018).
Texte original · AnglaisMoonlighter is broadly liked: Steam shows Very Positive (about 81% of roughly 24.6k reviews) and Metacritic critic scores sit in the mid-70s to low-80s depending on platform (PC 74, PS4 81, Switch 83). Players and critics love the pixel art, soundtrack and the addictive loot-sell-upgrade loop, but a recurring verdict is that both halves (combat and shopkeeping) are shallow, the loop gets repetitive after several hours, and the novelty fades. The game is fully released (not early access) and has had post-launch content (a New Game+ mode, companions, extra room layouts, and the Between Dimensions DLC, July 2019), and is now often free or deeply discounted on Steam. Its sequel Moonlighter 2: The Endless Vault went into early access in November 2025, which has revived attention. Persistent complaints on Steam are controller-first design with poor keyboard and mouse support and a few long-standing bugs.
Ce que les joueurs apprécient
- Texte original · AnglaisPixel art and animation are widely called gorgeous and charming, and the soundtrack is praised as cozy and atmospheric
- Texte original · AnglaisThe core loop of dungeon looting, selling in your own shop, then upgrading gear and the shop is described as addictive and 'one more run' compelling
- Texte original · AnglaisThe day/night split gives a satisfying rhythm: shop management is a relaxing break from dungeon crawling
- Texte original · AnglaisSmart inventory risk/reward: loot has curses and takes up limited backpack space, forcing choices about what to carry out
- Texte original · AnglaisSteady, readable power curve; upgraded armor and weapons make you feel stronger, with five weapon types offering different playstyles
- Texte original · AnglaisDungeon bosses are well designed and memorable; several players say combat reaches a good feel once you have a favorite weapon and armor set
- Texte original · AnglaisGood value and accessible: family friendly, runs well on Steam Deck, roughly 15-25 hours to finish and 40+ for completionists, often on deep sale or given away free
Ce que les joueurs critiquent
- Texte original · AnglaisCombat is frequently called clunky and stiff: slow weapon animations with animation lock, awkward dodge roll, and unreliable hitboxes
- Texte original · AnglaisShopkeeping is seen as undercooked: pricing boils down to trial-and-error micro-tuning with little strategic depth or consequence
- Texte original · AnglaisDungeon design is shallow: rooms are enclosed arenas where you clear every enemy, and with only a handful of dungeons the layouts and encounters repeat
- Texte original · AnglaisPC port problems: built for gamepad, no mouse support even in menus, some keybinds cannot be rebound, and menu keys are not explained in game
- Texte original · AnglaisLong-standing bugs reported years after launch, such as the interact button also switching weapons and a sporadic bug where the day cannot be ended after opening the shop
- Texte original · AnglaisLate game sputters: the final dungeon and final boss are called anticlimactic by some, or a sudden difficulty spike by others
- Texte original · AnglaisInventory management becomes a chore because loot is so plentiful and bags fill quickly
- Texte original · AnglaisNo colorblind mode; red-green colorblind players report being unable to see slimes
Caractéristiques distinctives
- Texte original · AnglaisThe hybrid of dungeon crawler and shop sim: the loot you risk your life for is literally the stock you price and sell, which also funds town growth and gear
- Texte original · AnglaisYou price items yourself and watch customer reactions (from overjoyed to overpriced) to learn each item's value
- Texte original · AnglaisRetail-style upgrades to the shop (chests, display stands, hired staff like a cashier, and a town of shops to expand) tie into the dungeon-diving economy
- Texte original · AnglaisCursed items and a backpack-as-puzzle inventory where item placement and curses matter during a run
- Texte original · AnglaisFixed hand-built dungeon rooms shuffled per run rather than fully procedural rooms; comparisons often cite Zelda and Binding of Isaac for dungeons and Recettear and Stardew Valley for the town loop
- Texte original · AnglaisGear is crafted and enchanted using dungeon loot, and dungeon gates act as story-driven progression
Points qui divisent
- Texte original · AnglaisWhether the shop is a charming relaxing counterbalance or a shallow gimmick
- Texte original · AnglaisCombat feel: praised as fair and satisfying with the right weapon versus clunky and sluggish
- Texte original · AnglaisDifficulty: some find dungeons sufficiently challenging and bosses fair, others find the final boss a spike or the early game grindy and punishing
- Texte original · AnglaisReplay value: some enjoy 40+ hours and New Game+, others feel the game peaks early and gets worse the longer they play
Répétition et contraintes
- Texte original · AnglaisPrice-tuning every item in the shop becomes repetitive, and some players call the shop a gimmick that stops being interesting after a couple of hours
- Texte original · AnglaisLooting, selling and upgrading turns into a monotonous grind to afford the next gear tier before you can push the next dungeon
- Texte original · AnglaisRe-clearing the same rooms and enemies with identical patterns; some players say they saw everything within an hour or two
- Texte original · AnglaisManaging a cluttered inventory and dealing with cursed items during runs
- Texte original · AnglaisUnskippable, lengthy cutscenes and thin story
- Texte original · AnglaisFighting menus and control schemes on keyboard; some spent around 20 minutes remapping
Améliorations espérées
- Texte original · AnglaisProper keyboard and mouse support and fully rebindable controls, including menu navigation, plus a colorblind mode
- Texte original · AnglaisDeeper shop simulation: more meaningful customer behavior, pricing gambles or risk, and stronger links between shop choices and dungeon play
- Texte original · AnglaisMore dungeon variety and stronger randomization (more rooms, enemy mixes and mechanics) so runs stop feeling memorized
- Texte original · AnglaisMore responsive, varied combat: better hitboxes, more fluid dodge and attacks, more weapon depth
- Texte original · AnglaisA more satisfying endgame and final dungeon, and meaningful persistent progression (Game Informer felt the persistent elements had too little impact)
- Texte original · AnglaisFix old bugs and skippable cutscenes and quality-of-life items such as better inventory handling
Texte original · AnglaisLaunched May 2018 on PC, PS4 and Xbox One to generally favorable critic reviews, with the PC version scoring lower on Metacritic (74) than consoles (81-84), consistent with player complaints about the keyboard and mouse port. Switch followed Nov 2018, iOS Nov 2020, Android 2021/2022 (via Netflix Games). The Between Dimensions DLC arrived July 2019. Steam user sentiment has drifted slightly lower over time (81% all-time, 79% recent), helped along by reviews from people who got the game free or cheap, and by recurring complaints of unfixed control and bug issues dating to 2018. Wikipedia lists SXSW Gaming and Gamers' Choice nominations. The sequel Moonlighter 2: The Endless Vault entered early access Nov 19, 2025 (PC Metacritic 80, OpenCritic 83% recommend) with 1.0 planned for Sept 2, 2026. Sales data is not officially published; third-party Steam estimates (2-5M owners, ~$1.6M gross Steam-only via SteamSpy and steam-revenue-calculator) are rough and likely undercount cross-platform revenue and overcount free-giveaway copies. Note: WebSearch budget was exhausted, so community discussion was drawn from Steam review samples and Metacritic user reviews rather than Reddit (Reddit fetch blocked); the OpenCritic numeric score was not retrievable.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (local file) ↗
- Texte original · AnglaisLocal Steam metadata: review counts, Metacritic 74, SteamSpy owners, revenue estimate ↗
- Texte original · AnglaisSteam store page: review summary, content updates, tags, DLC ↗
- Texte original · AnglaisMetacritic overview: per-platform Metascores, PS4 user score, critic snippets ↗
- Texte original · AnglaisPC critic reviews: Metascore 74 and outlet highlights ↗
- Texte original · AnglaisPC user score 7.3 and common user themes ↗
- Texte original · AnglaisPlatforms, DLC date, OpenCritic 78% recommend, award nominations ↗
- Texte original · AnglaisSequel early access dates and reception ↗
- Texte original · AnglaisThird-party Steam revenue estimate ↗
- Texte original · AnglaisOwner estimate range (via local steam_data.json) ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 1 (2023)
Texte original · AnglaisMoonlighter is a cute action roguelike where you play a shopkeeper who delves dungeons for loot to sell and fund better gear. He loves the charm, art, music and adventurous vibe, and finished it mainly out of wanting to see the ending. He finds the shop half shallow and repetitive, the combat minimal, and the campaign structure low on replay value. He recommends it to some people and places it in a mid-to-high B (ASR transcribes the letter as 'beat'), rating it above Going Under but below Landlord-style fun.
Ce que le créateur apprécie
- Texte original · AnglaisAdorable art style and visuals that carried him through the game
- Texte original · AnglaisGreat music
- Texte original · AnglaisNice sense of adventure and strong overall vibe
- Texte original · AnglaisBeing an underpowered shopkeeper rather than an overpowered adventurer fits the theme
- Texte original · AnglaisSplit between dungeon crawling and shopkeeping is an interesting structure
Problèmes relevés par le créateur
- Texte original · AnglaisShop management is repetitive, near-automatic, and could be removed without much loss
- Texte original · AnglaisLoop of selling similar materials at higher prices to buy better weapons is rinse-and-repeat
- Texte original · AnglaisGameplay and action are minimalistic, not amazing
- Texte original · AnglaisRoguelike elements are mild and runs do not differ much from each other
- Texte original · AnglaisCampaign-based: once finished there is little reason to replay
Observations sur la conception
- Texte original · AnglaisDual structure of dungeon roguelike plus shopkeeping, with dungeon crawling clearly dominant
- Texte original · AnglaisLoot-to-sell economy gates progression into better gear and deeper dungeons
- Texte original · AnglaisShopkeeper fantasy deliberately makes the player feel not overpowered


