It has been nearly seven years now since the release of Digital Sun’s dungeon-crawling, shopkeeping adventureMoonlighter, and now its sequel,Moonlighter 2: The Endless Vault, is slated to launch sometime this year.Moonlighter 2aims to build upon the success of its predecessor by remaining true to its action-RPG, roguelike roots, all while bringing plenty of improvements to the systems and mechanics that defined the first game, to offer a fresh yet familiar experience.
Game Rant recently had the opportunity to interviewMoonlighter 2: The Endless Vaultdeveloper Digital Sun about the new and improved features being introduced in the sequel, along with its brand-new setting in the world of Tresna. During the interview, Digital Sun disclosed substantial information aboutMoonlighter 2’s increased emphasis onroguelike gameplay, its refined shopkeeping mechanics, its new story, and what players can expect from its new setting.This interview has been edited for brevity and clarity.
Moonlighter 2’s Story and Setting
Q: What inspired you to createMoonlighter 2, and how does it build upon the foundation of the first game?
A:Honestly? The amazing support from players. The firstMoonlighterwas our debut game, and looking back, we saw so many ways to refine and expand the formula.
WithMoonlighter 2: The Endless Vault, we’re sticking to the core mix ofdungeon-crawling and shopkeepingbut making everything deeper and more dynamic. For example, relics now interact in new ways — some even have biome-specific effects — so every run feels different. Our goal is to give players more variety while keeping everything they already love.
Q: What can you tell us about the narrative focus ofMoonlighter 2? Is there a greater focus on Will as a character in the sequel than there was in the first game?
A:Without spoiling too much—yes, you’ll learn more about Will and this universe.
Q: Can you tell us 2’s new setting of Tresna? How is the series' lore fleshed out even further in the new setting?
A:After the events of the first game, Will and his crew find themselves stranded in Tresna — a lively village full of castaways and merchants from different dimensions. Compared to Rynoka, Tresna feels much bigger and more varied, with a lot more going on. Plus, there are customization options for players to make the village their own. As for how Will and the others ended up there, you’ll have to wait and see.
Q: Are there any new NPCs or social systems that deepen the player’s connection to Tresna?
A:As you progress, more merchants will come to town, bringing newcustomization optionsand upgrades. You can also invest in their businesses to unlock better gear for yourself. And since a thriving town means more visitors, your shop will benefit too. So the stronger Tresna gets, the more opportunities you’ll have.
Moonlighter 2’s Shopkeeping and Dungeon-Crawling Gameplay
Q: How has the shopkeeping gameplay evolved inMoonlighter 2? Are there new customization or management features?
A:Big changes here. Every time you open your shop, new perks will kick in. Instead of figuring out the right price for every item, relics now have set values — so the challenge is maximizing your profit with perks and decoration bonuses. As a result, customization is also a bigger deal. You can decorate your shop with items that boost profits for relics from specific biomes. We’re keeping thecozy, accessible feelbut adding more strategy for those who want it.
Q: How have dungeon exploration and combat evolved in the sequel? Are there new mechanics or systems in place?
A:Dungeons have been revamped as well. Now, during your runs, you’ll unlock different upgrades that tweak your build on the fly, letting youexperiment with playstyles. As a result, progressing through the dungeon is more dynamic, increasing player agency and granting a different experience on each expedition.
Q: What new weapons, abilities, or combat strategies are available inMoonlighter 2?
A:Absolutely — new weapons, new abilities, new ways to fight. We can’t reveal too much yet, but one big shift is that your build now evolves during each run instead of being locked in beforehand. For example, you can go all-in on durability for a tanky build or take the riskier glass-cannon route with high damage but low defense. Thecombat inMoonlighter 2still has that easy-to-pick-up feel, but for those who like to experiment, there’s a lot more depth this time around.
Q: Have you introduced any new enemy types, and how do they challenge players differently from the first game?
A:Yep — almost the entire enemy roster is new, from regular grunts to bosses. Going 3D also lets us introduce enemies that attack from different heights, which adds a whole new layer of challenge. There’s more to combat, but you’ll need to wait a bit longer.
Q: What systems or features have you added to enhance replayability inMoonlighter 2?
A:Moonlighter 2is all about keeping things fresh and unpredictable. Every run brings new dungeon upgrades, shop and gear customization, and a revampedinventory systemthat keeps you on your toes. The goal is to make a game you can come back to again and again, no matter how much time has passed, and a place to constantly experiment with new strategies. This time, we’ve fully leaned into the roguelike experience — there’s a reason “Endless” is in the title!
Q: Are there any current plans for post-launch content forMoonlighter 2?
A:Just like with the firstMoonlighter, we’ll be listening to player feedback and supporting the game after launch.
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