Will is back on an adventuring path, and with Moonlighter 2: The Endless Vault, the Digital Sun team is taking the beloved shopkeeping adventure to bold new heights. From deeper roguelike mechanics to vibrant, colourful 3D visuals and fresh biomes brimming with surprises, this sequel aims to outshine its predecessor while staying true to its charming roots. We caught up with the team to uncover how they’re levelling up the Moonlighter experience and what fans can look forward to in this exciting new chapter.
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What are the biggest changes or evolutions in Moonlighter 2: The Endless Vault compared to the original game?
Moonlighter 2: The Endless Vault retains the beloved adventure-meets-shopkeeping core of the first game but adds a deeper layer of replayability and complexity to every system. Take the dungeons, for example—they now feature upgrades that vary from run to run, significantly influencing your playstyle. The same goes for shopkeeping, with unique perks and customization options shaping each sale. As for inventory management, relics now interact in diverse ways, including biome-specific effects. Our goal is to make every run feel fresh and distinct from the last.

Where does the story of Moonlighter 2: The Endless Vault pick up in relation to the first game?
After the events of the first game, Will loses his home dimension and becomes a castaway in the blob-infested land of Tresna, accompanied by both familiar faces and new allies.
But his luck takes a turn when he stumbles upon the Endless Vault—an ancient relic said to grant limitless treasures to those with boundless ambition. Perhaps among these treasures lies a way back home.
Can you give us a glimpse into how the shopkeeping and dungeon-crawling mechanics will evolve?
Both systems have been significantly expanded. Players will unlock perks and upgrades that change from run to run, boosting income or improving dungeon-crawling abilities, among other effects. We’re taking the elements that made the first Moonlighter unique and appealing to new heights, adding layers of depth to both combat and commerce.
How has the balance between shopkeeping and combat been approached in Moonlighter 2: The Endless Vault?
One of the things we nailed in the first game was the balance between dungeon crawling and shopkeeping. While Moonlighter 2 is still an ARPG roguelite with plenty of battles to gather loot, the shop remains the heart of the experience. This time, we’ve amplified its role with added customization, strategic decision-making, and dynamic changes between runs, making it more engaging and rewarding than ever.
What new systems or features are you most excited for players to experience?
Honestly, everything! After five years of development, we’re excited to see how players interact with the new perks, mechanics, and added replayability. We’ve fully embraced the roguelike possibilities of Moonlighter and can’t wait to see how players engage with these fresh elements.

Can you tell us more about the new regions, dungeons, or biomes that players will explore?
Without spoiling too much, players can look forward to exploring vastly different biomes in this sequel. From a harsh desert dimension to an eerie museum and a battlefield frozen in time, each region introduces exclusive enemies, relics, upgrades, and challenges that influence inventory management and combat strategies.
Are there any returning characters from Moonlighter, or will players meet an entirely new cast?
Yes! Long-time fans will reconnect with familiar faces like Andrei the blacksmith and Eris the witch, alongside an array of new characters such as a mysterious relic collector…
How has the art style evolved in Moonlighter 2: The Endless Vault, and what was the team’s goal with its 3D visuals?
The most noticeable change is the shift from 2D pixel art to 3D visuals. It’s a big leap, but the response from players has been overwhelmingly positive. The 3D approach allows us to create more detailed environments, enhance combat mechanics, and bring the world of Moonlighter to life in new and exciting ways. It’s worth noting that our composer for Moonlighter 2 is Christopher Larkin, well-known from Hollow Knight. We’re big fans, so we’re thrilled to have him on board.
What were the biggest challenges in designing Moonlighter 2, especially following the success of the first game?
Our biggest challenge was improving upon the original while preserving everything that made it so beloved. Striking a balance between what already worked and what we’ve learned after years of development and several other games released was key to crafting a worthy sequel.

How has fan feedback from Moonlighter influenced the development of its sequel?
We’ve spent countless hours analyzing player feedback to understand what they loved—and what they didn’t—about the first game. The emphasis on replayability and variety in the sequel is a direct result of this process.
What aspects of Moonlighter 2 do you think will surprise fans the most?
Fans will likely be amazed by the leap in quality and scope. This sequel is deeper, richer, and more visually stunning than ever. Players expecting "more of the same" will be pleasantly surprised by how far we’ve pushed the boundaries.
Do you have plans for post-launch support, like updates, expansions, or events?
Absolutely! We supported the first game with extensive post-launch content, and Moonlighter 2 will follow the same path.
What does the team hope players will take away from their experience with Moonlighter 2?
For returning players, we hope they’ll have even more fun than in the original and feel that their feedback truly shaped this sequel. For newcomers, we aim to deliver an experience they can lose themselves in for countless hours.
What platforms are you targeting for release?
Moonlighter 2 is confirmed for PC, Xbox Series X|S, and PlayStation 5 and that’s all we’ll say for now!
That said, the whole team at Digital Sun is committed to making the Moonlighter sequel a compelling and challenging single-player experience. So, all you business-savvy adventurers—stay sharp and keep an eye out for new updates about the game!

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See you in Tresna!
Digital Sun & 11 bit studios