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Moonlighter 2: The Endless Vault review: "Dungeon delving, balancing sacks of loot, then hawking your wares is still a compelling loop – but the exchange rate between those pillars is wobbly in early access"

Not yet rated Reviews
By Ali Jones published 17 November 2025
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What is a hands on review?
Moonlighter 2
(Image credit: © Digital Sun)

Early Verdict

Moonlighter 2: The Endless Vault's early access launch offers entertaining dungeon-crawling and smart inventory and management minigames, even if the devs are still figuring out exactly how those systems all combine.

Pros

  • +

    Satisfying visual overhaul

  • +

    Compelling minigame formats

Cons

  • -

    Uncertain interactions between systems

  • -

    Sluggish boss fights

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When I played Moonlighter 2: The Endless Vault during Steam Next Fest in June, I came away very impressed at the way the three main pillars of its gameplay loop overlapped. Alongside its more traditional dungeoneering gameplay were inventory management and shop keeping systems that worked beautifully, encouraging you to manipulate every aspect of the game to chase your goal. But while the core ideas are all still present, the five months since I last played have brought changes to this early access build that have left me a little cold.

Moonlighter 2 picks up the story of the original Moonlighter a few months down the line. Forced to flee their home at the end of that game, the cast end up in the village of Tresna, where protagonist Will has pushed the patience of his landlord a little too far. She's desperate for cash, so she sends you back to your adventuring life - dungeon-crawling to gather relics that you can sell in your store. It's a repeat of the original game's excellent elevator pitch, though Moonlighter 2 has replaced top-down pixel art with an isometric 3D presentation that offers a little more tactical breadth to some fights.

Moonlighter 2

(Image credit: Digital Sun)
Fast facts

Release date: November 19, 2025 (Early access)
Platform(s): PC, Xbox Series X/S, PS5 (Announced)
Developer: Digital Sun
Publisher: 11 bit studios

Early on, combat is a modest affair, Will armed with nothing more than his trusty broom. But soon he's packing a shortsword, and even has a Blob Gun to bring down aerial foes, staggering them so he can smash them out of the arena with his pack. On each run, while you can focus purely on finding the best loot, certain encounters will offer combat bonuses - damage over time or burst effects that let you change up your playstyle a little depending on what you find. Along with the risk/reward system of your locket, which allows you to teleport home in a pinch if you need to keep your gear safe, these help keep fights interesting, and are often key to succeeding against the bosses that lurk at the end of each run.

You'll have limited pack space at the start of the game, so making sure that you make the most of your loot is crucial. Most relics can interact with each other in myriad ways, often meaning you'll get a substantial breather between encounters as you attempt to optimize the contents of your bag. Some relics might burn away their neighbors, but others might be made more valuable each time a piece of loot is reduced to ash. As you venture into new realms in search of even more expensive gear to sell, those interactions become more complex, but potentially more lucrative if you can get them right, turning Moonlighter 2's inventory management system into one of the game's most compelling features.

What's in his pockets?

Fighting through The Gallery in Moonlighter 2

(Image credit: 11 bit studios)
On the radar

Will from Moonlighter 2 runs towards us, against a GamesRadar+ On The Radar background

(Image credit: 11 bit studios)

On the Radar with Moonlighter 2: The Endless Vault: Delving beyond the early access launch of this roguelike RPG with exclusive developer access.

Much of the core formula of Moonlighter 2 remains unchanged since that Next Fest demo, but the biggest change appears when Will returns to his store, where two systems have changed significantly. The first is the shopping minigame itself. Previously a system that required you to choose how to upsell each individual transaction as much as possible, it's now a perk-based system that only triggers every few sales, with no guarantee it relates to what's left in your bag. That ties to the second issue, which is how much money you're tasked with making.

In the demo, you had to make 5,000 gold in a single day of sales. Exactly how you chose to do that was up to you, but if you wanted to maximize your revenue, you needed to make use of each of Moonlighter 2's major pillars; a successful dungeon crawl, optimized inventory, and plenty of sales charm were all crucial to meeting that target. In this new early access build, however, your first revenue breakpoint is a cumulative 10,000 gold. That might sound like a lot more, but what it really means is that instead of having one excellent day, you can get by with a series of entirely average ones instead. Even as your target amount increases, your own upgrades and increased skill means that you're rarely tasked with grinding away for days on end. Progression is no longer gated by your mastery of Moonlighter 2's most interesting ideas, but simply slowed down.

Side hustle

Selling items in Moonlighter 2

(Image credit: 11 bit studios)

For a game about making big sales, Moonlighter 2 enters early access unsure of the value of its own mechanical pillars.

That's a problem, because it doesn't sync up with how the combat system works. The most expensive loot can be found after you defeat the bosses, but some of those fights are agonizingly slow, often because they don't work with whatever combat build you might have focused on. Each zone has its own combat augment - spike-spewing plants, projectile-firing Genies, or time-altering tasers - that can be further upgraded through your run, but don't spawn in the boss room. That means you have to decide what the purpose of an adventure is before it starts - are you just trying to beat the boss, or are you hoping to make loads of money?

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The answer is almost certainly the former, because you don't actually need to make that money to ensure you advance. That'll happen over time no matter what you do, but you'll definitely need to acquire the unique resources dropped by each boss in order to move the story forward. Yet focusing on combat upgrades means you're not filling up your pack, removing the impact of the inventory system that still manages to be the most engaging part of the game.

Fighting through Kalina and its boss in Moonlighter 2

(Image credit: 11 bit studios)

Eventually, as the combat stakes and gold amounts grow ever larger, Moonlighter 2 starts to settle into a more comfortable rhythm, but I never quite shook off my disappointment at the changes to the shop system. Even if the bones of the game were totally solid - I came across a number of bugs in this early access build that weren't present in the demo - it feels like the heart's been taken out of the overall experience.

The gutting of what was a smart, well-gated progression system that made excellent use of the game's core ideas is a real disappointment, and while there's plenty of early access ahead in which those ideas might be given a little more time to shine, Moonlighter 2 feels as though it's tripped at the start of the home stretch. For a game about making big sales, Moonlighter 2 enters early access unsure of the value of its own mechanical pillars. Now, it's up to community feedback to give ol' Will a steer, but I'm not quite sure they know what they have for now.


Disclaimer

Moonlighter 2: The Endless Vault was reviewed on PC in early access, with a code provided by the publisher.

Check out our best roguelikes ranking for more loops!

TOPICS
Early Access
CATEGORIES
PC Gaming Xbox Series X PS5 Platforms Xbox PlayStation
Ali Jones
Ali Jones
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Managing Editor, News

I'm GamesRadar's Managing Editor for news, shaping the news strategy across the team. I started my journalistic career while getting my degree in English Literature at the University of Warwick, where I also worked as Games Editor on the student newspaper, The Boar. Since then, I've run the news sections at PCGamesN and Kotaku UK, and also regularly contributed to PC Gamer. As you might be able to tell, PC is my platform of choice, so you can regularly find me playing League of Legends or Steam's latest indie hit.

What is a hands on review?

'Hands on reviews' are a journalist's first impressions of a piece of kit based on spending some time with it. It may be just a few moments, or a few hours. The important thing is we have been able to play with it ourselves and can give you some sense of what it's like to use, even if it's only an embryonic view.

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