Moonlighter - 11bit miko

Hello Merchants!

Today we are coming back to you with another fresh episode of Behind The Counter! In the 3rd episode, Digital Sun team dives into the art of Moonlighter, exploring its evolution and creative process.

How is that natural charm, and identity of Moonlighter, is being maintained between the first and the second installement?

Find out it out below!:

~ Digital Sun and 11 bit studios Teams

Moonlighter - 11bit miko

Hello Shopkeepers!

As we are heading closer to the Early Access Launch, we have prepared for you another episode of our Behind The Counter series. As we all know idea of Moonlighter sticks to concept of duality between dungeon crawling and shopkeeping.

In Today's episode we would like to take closer look into this topic, showing you new approach to well-known mechanics and some dev commentary to it.

Check it out below:

Take care and see you on next update!

~ Digital Sun and 11 bit studios Team

Moonlighter - 11bit miko

Hello Shopkeepers!

Last week, we showed you a little bit of behind-the-scenes with creating the main theme for the upcoming Moonlighter 2 with Chris Larkin. As his music will be present in all your future adventures, we decided to ask him some more questions. How does he create his music? What were his beginnings? What are his plans for Moonlighter’s soundtrack?

You will find all the answers to these questions below!:


Creative Process & Style

- When crafting a soundtrack like Moonlighter 2’s, do you start with melody, atmosphere, or emotion?

Well, technically, it starts with a conversation! This is held with the directors/developers. We discuss the kind of mood we want to set and also talk about the character and emotional aspects of the area or boss that the music will be used for. I use this to decide what kind of instrumentation to go for, and this often coincides with jamming some melody - maybe a riff, hook, or similar. But then, every track is different. On one track, I started hitting my cheese grater and other things in my kitchen, and this became the foundation for one of the tracks.

- If you could summarise the music for Moonlighter 2 in one word, which one would it be and why?

Adventurous. Because, like the protagonist Will, I feel like I’m venturing out into the unknown and (hopefully) capturing the wide range of colours and styles that echo the world the game is set in. Early on, Digital Sun - and then audio director Alex - highly encouraged going beyond the stylistic scope of the first game (though we do pay homage to that, which I can elaborate on later). The emphasis has been that Will and the other characters find themselves in a new and unfamiliar world, and thus the music should echo a sense of unfamiliarity and newness. This has taken the score from guitar-led orchestra to folk, to electronic soundscapes, to industrial metal, and everything in between.

- If Moonlighter 2’s music were a place or landscape, what would it look like?

Hopefully, the locations in the game! :D

- What aspect of your work on Moonlighter 2’s music did you find most challenging? Which one, on the other hand, came almost naturally?

There was one track, which is for the desert biome in the game, that has a lot of experimental percussion and weirdly treated instruments in it. I mentioned earlier that I used my cheese grater in one of the pieces - this is the one!

The enemies in this space are pulling together technology they don't know how to use and are weaponising it against intruders like Will. They are, however, clumsy, and their piece-together approach to the tech inspired me to go through my kitchen and sample every piece of metallic cutlery I could find. With the help of my assistant Hew, we made a small library of playable virtual instruments with these sounds, which is the foundation of the slightly Mad Max–inspired chaos in the percussion section of this piece.

The boss piece in the same biome takes the percussion to a distorted drum kit and guitar played by my brother Mitch, and some analogue synth leads run through a tube amp. This is very contrasting with the acoustic guitar and solo fiddle - played by Sam Leske and Rob Wallace, respectively - for the quiet and acoustic music in the town of Tresna. I guess each track presents its own challenges, and the music production processes have sometimes been quite different. Perhaps it’s a bit like method acting - embodying the character of the enemies, boss, or area to an exaggerated degree. Have we contrasted these tracks too much? Maybe - but then again, this isn’t a live-action feature film, it’s an action video game, and I think having the chance to dial the music up to 11 - both on the guitar amps and on the bow pressure - will reflect in a very unique and varied gaming experience for the player.

Not all tracks have come together straight away and sometimes need a re - do. This is part of the process, and I rely very heavily on Digital Sun to give me their thoughts on where to take things. In times when things aren’t working out - well, to be honest, I just wait for the deadline to get closer, which can induce a sense of urgent inspiration! That said, the other process of keeping the pen moving at all times - even if the content isn’t one’s best - is another trick I rely on quite heavily. Just hit the record button and see what happens!


Career & Collaboration

- How did you find your way into the video game industry as a composer?

I came from an indie film and video music background here in South Australia, with an education in classical music. While I was working on video and film projects, I was always keeping my eye out for opportunities to write music for games. I eventually got to work on a couple of indie games. The first one was the result of a friend of a friend making a game, and the next I met through that friend. There were some stepping stones and some really supportive game devs (Thanks Matt T and Chris J :D).

- Your musical credits include, apart from video games, some television work. What is the main difference between working on these two media for you, as a composer?

The major difference I have encountered is that music for games is often tied to location - or, in the case of boss battles or character encounters. Whereas in film and the moving image, there is a lot more room for the music to move linearly based on changes in the script, acting, events, or cinematography. These changes can also occur in games, but a lot of the time they are player input–dependent. Therefore, it is necessary for the music to occupy a broader range of colour and emotion within one single loop (sometimes two or three loops, before things start to get a bit complicated!). Finding the right type of colour or emotion in a music loop that ticks the boxes necessary for the location, boss, or in - game event is the biggest challenge for game music.

- How would you describe your collaboration with the Digital Sun studio? Does it differ significantly from working with other teams you’ve partnered with?

Digital Sun has been really great to work with. Their feedback has been clear, and they give me plenty of room to make suggestions. To be honest, they are not that different from the other studios I have worked with - with the exception that they are a larger studio, so I sometimes end up feeling like I forgot to tag the right person for the right thing in Slack! 😀


Connection to Moonlighter & Game World

- A composer of your experience and position surely has a lot of professional propositions going on. What made you choose composing music for Moonlighter 2 as your next great project?

I was drawn to Moonlighter 2 because of the strength of the style, mechanics, and music of the first game. The first Moonlighter had very pretty and striking pixel art, and the dungeon crawling and shop management were very addictive. Its score was also very good, and David Fenn laid a very strong foundation for memorable themes for the game series. As someone who strives to write strong melodies and (hopefully!) effective thematic variation, I think I’m in a good place to continue the story from where Fenn left off  -  while never forgetting that strong melodic mark! Speaking of, we have some references to some of the themes from the first game, and I look forward to sharing these with the fanbase 🙂.

- If Will, the protagonist of Moonlighter, had a personal theme or instrument, what would it be?

The mandolin. We included the mando in the main theme for this game as well, and I feel like this instrument  -  along with the acoustic guitar  -  has a special place for Will and the people of Rynoka.

- Do you believe music can shape how we understand a character or a world in games?

Yes, to a large degree. It can convey whether a character is friendly or hostile, happy or sad. Sometimes their character or intent (sometimes not always obvious from the animations, but more so from a script or directions from Luis over at DS) informs the style of music I write.


Influences & Personal Taste

- What is your favorite OST (film or video game) of all time?

I don’t have one, as there is way too much out there to pick any one, but the most influential would be Ocarina of Time on the N64, by Koji Kondo.

- Do you have any hobbies that help you reset your mind after work?

I’ve just started hot yoga, and I find it very good for resetting the mind. I only go 1 to 2 times a week, though, so I need to up my game 😀.

- If you could perform one Moonlighter 2 track live with a full orchestra, which would it be and where?

Actually, I would prefer to wait until the game is released and see what the audience would like to hear! While I enjoy music played live, I am absolutely here for crafting our score for our audience first. Maybe a Moonlighter medley could be on the cards in future?


~ Digital Sun & 11bit studios Teams

Moonlighter - Pawel11bit
Christopher Larkin, the composer behind Hollow Knight, is creating the soundtrack for Moonlighter 2: The Endless Vault!

His music will guide you through every step of Will’s journey, from running your shop to diving into the vault. Expect tunes that feel adventurous, warm, and full of surprises.

To celebrate, we’re sharing the Main Theme with you right now. Give it a listen and let us know what you think in the comments!

Moonlighter - DigitalMallen

Greetings, merchants!

We just revealed a brand-new trailer of Moonlighter 2: The Endless Vault during the latest PC Gaming Show, packed with fresh glimpses into Will's next adventure.

Watch the Moonlighter trailer...

And play it RIGHT NOW!

https://store.steampowered.com/app/2350790/Moonlighter_2_The_Endless_Vault/

Moonlighter 2 joins the Steam Next Fest!

Yup, you heard it right. 

Starting today, Moonlighter 2 will be playable for the very first time! We're joining the Steam Next Fest with a demo brimming with shiny loot, pesky enemies, and endless fun.

What's in the demo?

Your adventure begins in Tresna, a new, vivid town brimming with blob, charm, and life. Set your new home among its bustling streets and meet the locals. Then, step into the portal and get loot across dimensions!

Featuring:

  • Kalina. A scorching desert biome where relics burn and danger thrives. Your run ends in an intense boss fight against a demigod of heat and techno. That's, of course, if you even make it that far!

  • Will's new arsenal. Choose between the broom, the sword, and the gauntlets to overcome Kalina's challenges. More weapons will be added in the final version!

  • Dungeon perks. Nearly 40 in-run abilities and over 40 different rooms make every expedition unique. 

  • Reap and risk! Strategically place up to 30 different relics in your trusty old backpack to trigger powerful effects.

  • The shoppiest roguelike. Combine ~30 shop perks that change pricing, behaviour, and your entire store flow every time you open it.

  • Townsfolk of Tresna. Invest your hard-earned loot into four vendors to grow your power and shop.

[carousel autoadvance="true"][/carousel]
A heartfelt thank you 💚

You made the first Moonlighter possible, and we want you to join us now that Will reopens the store. 

Sharpen your broom, restock your shelves, and dive in once again.
The Digital Sun team

Step into the world of Moonlighter at:
Twitter | Discord | YouTube | Instagram | Reddit

Moonlighter - mikolaj.dziennik

Hello Shopkeepers!

Demo version of Moonlighter 2: The Endless Vault will be available for you to play starting tomorrow on June 9th during the summer edition of Steam Next Fest.


Check out the new Demo Trailer aired on PC Gaming Show here:

With the release of the Demo, you will be able to experience:

🟩Story introduction - welcome back, Will, our favourite merchant

🟩Exploration of a chunk of the first biome (Kalina)

🟩Two weapons with their unique fighting styles and perks

🟩Two challenging boss fights

🟩Dungeons filled with enemies to fight and resources to gather

🟩Inventory management - valuable relics interact with each other when placed in your backpack

🟩Shop, where you can sell the relics and earn money needed to upgrade your equipment, and pass the titular The Endless Vault trials!

[carousel autoadvance="true"][/carousel]

The Endless Vault
Embark on the Endless Vault's trials, an age-old relic designed to push merchants to their very brink. Demonstrate your drive by accumulating vast riches in one trading session, or reinvest your profits to enhance your abilities for another attempt. Triumph over the Vault's challenges to enrich your town and steadily elevate the risks for ever-larger gains!



See you in the shop! ~ Digital Sun Team

Moonlighter - DigitalMallen
Greetings, merchants!

Seven years ago, a humble shop in the quiet village of Rynoka opened its doors. And with it, a grand adventure began. Since then, more than 7 million players have picked up a broom, swung a sword, and managed the shop of their dreams.

From your first dodge roll to the treasures awaiting in the upcoming Moonlighter 2: The Endless Vault, you’ve walked alongside Will through every moment of his journey.

https://store.steampowered.com/app/2350790/Moonlighter_2_The_Endless_Vault/

Thank you for every jelly you sold too cheap, every boss you conquered with only a broom, every piece of feedback on our Discord. Your support is what keeps the heart of Rynoka beating.

Here are 7 cool facts you didn't know to celebrate our shopkeeping roguelike!










Here's to seven years of shopkeeping and dungeon crawling together.

And to many more! 💚
Moonlighter - tommy
A day passing as slowly as a village brook? That’s not in Will’s dictionary. Sure, you might get a moment to polish the goods on display or tweak your shop’s decor—but once those doors swing open and customers start pouring in, it’s all about charm, shopkeeper’s strategy, and the fine art of the haggle. But when the last deal is struck and the business day ends, there’s no time for a well-earned nap. That’s when adventure begins.



With Moonlighter 2: The Endless Vault, a new array of challenges unfolds. New mechanics, an expanded arsenal of weapons and gear, uncharted biomes teeming with treasures and enemies to vanquish in combat, and a fresh story to uncover—Will and his companions find themselves stranded in the mysterious village of Tresna, trapped in a dimension far from home. To get back, they’ll need to master both trade and blade.

Wishlist Moonlighter 2: The Endless Vault and stay updated:
https://store.steampowered.com/app/2350790/Moonlighter_2_The_Endless_Vault/

Take care,
Digital Sun & 11 bit studios

Moonlighter - tommy
Greetings travellers,

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.



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!



Wishlist now and don't miss any future updates:
https://store.steampowered.com/app/2350790/Moonlighter_2_The_Endless_Vault/

See you in Tresna!
Digital Sun & 11 bit studios
Moonlighter - tommy
Greetings, merchants!

With Moolighter being currently on sale, we'd like to take this opportunity to play and talk a little about the game, and how it compares to the upcoming sequel.

Check out the video:


Don't forget that until February 3rd, you can get Moonlighter with a huge discount:
https://store.steampowered.com/app/606150/Moonlighter/

Wishlist Moonlighter 2: The Endless Vault to stay updated:
https://store.steampowered.com/app/2350790/Moonlighter_2_The_Endless_Vault/

Take care,
Digital Sun & 11 bit studios
...

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