Just like I might take on a part-time gig or pursue a personal interest to fill my spare time and earn a bit more dough, video games do the same thing for me. They provide an enjoyable escape where I can unwind, learn new skills, and even make some money if I’m good enough at them.
In a unique blend of styles, a simple farm game could incorporate elements of a Roguelike, or a Metroidvania adventure might deliver challenges reminiscent of a Soulslike game. Yet, not many hybrid games manage to harmoniously merge these genres quite like Moonlighter does, making for captivating sales pitches.
In the tail end of 2018, this series gained recognition for its enchanting 2D epic feel that exuded warmth. It combined elements of trading systems reminiscent of merchants, action combat akin to Zelda games, and presented these in an easy-to-grasp format similar to Roguelike games.
On my initial visit, the prospect of exploring Moonlighter 2 in its current state in Poland served as a significant incentive. However, nothing could have prepared me for the colossal changes I was about to witness.
This new game significantly upgrades the foundation of its predecessor by transitioning to a 3D environment, incorporating more intricate systems, and enhancing its Roguelike framework. Fortunately, all the charming elements that made Moonlighter enjoyable are still present, but this evolution is so substantial that it almost makes the original seem outdated.
A Whole New Dimension
Since the narrative progression of Moonlighter 2 predominantly revolves around interdimensional journeys, it seems fitting that the game embarks on a transition to a three-dimensional experience as its starting point.
An approach that trips up numerous people, but games such as Risk of Rain demonstrate a model for how to effectively implement this concept. Fortunately, Moonlighter avoids pitfalls and instead shines brilliantly within this revamped design.
As a gaming enthusiast, one aspect that consistently disappoints me when a 2D game transitions into 3D is the tendency for it to shed the enchanting visual aesthetic and distinctive elements that immediately identify it.
In the sequel of Moonlighter, it appears as though everything has transitioned smoothly into 3D. You’ll still find green globules and portals scattered about, and Will and his companions retain their distinctive appearances. However, with this new dimension, the game now seems to embody the vision that the developers might have had for the original version.

Although the game maintains its warm and visually appealing character, the creators haven’t been complacent, leading to an experience that flows smoother and offers a more magical journey.
…things seem much more adaptable, responsive, and energetic, offering a great deal more spontaneous diversity from one moment to the next.
Instead of transitioning to black screens between dungeon rooms, you now smoothly move to your next area with a stylish animation. Also, precision is no longer necessary when lining up for hacking and slashing. In this 3D version, it seems like a natural progression, making the 2D precursor seem almost unbearable in retrospect.
Hack, Slash & Shoot
I pointed out that combat seems significantly more fluid without the constraints of a top-down 2D perspective, however, attributing such a significant enhancement solely to this factor would undervalue the overall quality of the game.
As a gamer, I’m really digging the enhanced combat system in this new game. Now, it’s not just about the standard attacks and dodges – there’s a whole arsenal of firepower at my disposal! Plus, I can choose from various melee weapons to suit different situations. And here’s something cool: I can even use my trusty backpack as a weapon when things get really intense!
From the beginning, a gun is provided to Will, which significantly enhances the level design by introducing verticality. This means he can engage enemies positioned on ledges from a distance, and in some cases, eliminate those flying overhead.

However, the robust combat system, which lets you build up your ranged attack by performing melee attacks similar to Hyper Light Drifter, keeps encounters feeling tense and unpredictable, preventing you from becoming overly complacent during battles.
It’s undeniable that this version of Moonlighter bears a strong resemblance to Hades in many aspects, a comparison that certainly deserves mentioning.
Additionally, this backpack provides an innovative method to repel enemies when surrounded, functioning as both a melee weapon capable of knocking foes off the map in a Super Smash Bros.-like fashion. In essence, gameplay feels smoother, more responsive, and offers increased dynamic interaction, with a higher degree of unpredictability in each encounter.
Shades of Supergiant

One concern I had about the initial game was that while the main gameplay loop was engaging and relieving, it was excessively repetitive with many anticipated events. This appears to be a point the developer shares, as they’ve incorporated more Random Number Generation (RNG) elements into the game, making each playthrough unique from the last.
This updated version of Moonlighter bears a striking resemblance to Hades, due to the incorporation of relics granting enhancements, the flexibility to switch weapons quickly, and the inclusion of a classic Roguelike progression system for skills.
In this context, the game’s mechanics apply equally to its commercial side, since the player acquires benefits with each transaction. These benefits enable optimal use of your Boost and Charm tokens.
It’s true that in this version of the game, certain features didn’t perform as expected or were unbalanced, making it hard to notice their impact. However, I’d bet my money that they will function flawlessly by the time we officially release the game.
However, beyond the apparent benefits influencing your run, there are Hades-like room choices available, enabling you to pick what matters most for you depending on whether your run is successful or not.
These changes seem to be made with the intention of minimizing the repetition and boredom that occasionally characterized the initial version of the game.
As a gamer, I find myself engrossed even on a minute scale while loitering at the in-game shop, waiting for fellow players to make their purchasing decisions. In those quiet moments, the game offers me a chance to engage in swift mini-quests: polishing treasures or sweeping floors, adding a touch of interactivity that makes the wait more enjoyable.
As a gamer, I appreciate the thoughtful tweaks that keep me engaged and prevent idle moments of thumb-twirling.
Chopped & Changed

In addition to these great enhancements, the creators have streamlined unnecessary aspects in terms of features that were not beneficial for the game series. Most notably, the game no longer includes a day/night cycle, and furthermore, it no longer requires players to guess prices when displaying their items for sale.
Adventuring during the night became an attractive option for finding scarce artifacts, and it also permitted players to gather numerous items simultaneously before selling them all at once in large quantities.
Due to this exclusion, the game has been adjusted so that it only offers a limited, one-time flash sale for each run. Imagine an overly enthusiastic salesman named Crazy Larry who constantly exclaims, “It’s time to clear out the inventory!” or “Everything must be sold now!
However, unlike what my fire sale storyline implies, this game actually provides multiple opportunities to earn more than you previously could during a single playthrough. With backpack effects that can significantly increase the worth of items, and naturally, upgrades available in town to help you progress further and defeat tougher, stronger enemies.

Instead, the pricing mechanism in your store seems less like a complicated guessing game and more like an intuitive, straightforward bartering system.
As a seasoned gamer, I’ll tell you straight up: This system might not be the most complex in terms of theory, but it sure feels like a perfect fit. Instead of relying on luck or stumbling upon some magic number, it’s all about strategy and skill now. It’s like mastering an intricate video game where the goal isn’t just to survive, but to outwit your opponents to come out on top.
Closing Comments:
As a gamer, I’m super excited about Moonlighter 2. It looks like it’s going to be an absolute gem, a rare indie sequel that dares to take bold steps instead of resting on the laurels of its predecessor. The big leaps it’s taking, such as the stunning 3D art style, the more engaging and diverse combat mechanics, and the Hades-inspired Roguelike twists in both the merchant and adventuring elements, seem to be paying off in a big way. The original Moonlighter was a fantastic idea that didn’t quite reach its full potential, but Moonlighter 2 feels like it’s found its stride. It’s shaping up to be a must-play for any cozy gaming enthusiast like me.
Read More
- Best Awakened Hollyberry Build In Cookie Run Kingdom
- AI16Z PREDICTION. AI16Z cryptocurrency
- Best Mage Skills in Tainted Grail: The Fall of Avalon
- Tainted Grail the Fall of Avalon: Should You Turn in Vidar?
- Nintendo Offers Higher Margins to Japanese Retailers in Switch 2 Push
- Nintendo Switch 2 Confirms Important Child Safety Feature
- Nintendo May Be Struggling to Meet Switch 2 Demand in Japan
- Top 8 UFC 5 Perks Every Fighter Should Use
- Nintendo Dismisses Report On Switch 2 Retailer Profit Margins
- Nvidia Reports Record Q1 Revenue
2025-05-26 18:16