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Version 1.0 · launch build contents

Launch-day update

Moonlighter 2 Version 1.0 Update: Everything in the Launch Build

Moonlighter 2: The Endless Vault left Early Access on September 2, 2026. The launch-day announcement from Digital Sun and 11 bit studios is the only first-party description of what actually shipped, and it is unusually specific in some places while giving no numbers at all in others. This page keeps those apart: the rules 1.0 publishes — the Infinite Endless Vault reset condition, what each Endless Weapon Aspect special does, what Hardcore Mode costs you — and the values it never provides.

Moonlighter 2 screenshot from the Steam store gallery.

Moonlighter 2 Steam store screenshot. This image is used for identification and editorial context.

What actually changed on September 2

The announcement opens with the line that matters for the store page: Moonlighter 2: The Endless Vault is “officially out of Early Access on PC, and console versions are available now”. The Steam listing has followed. The release field reads Sep 2, 2026, the Early Access tag is gone, and the genres are now Action, Adventure and RPG.

Note what that sentence does not do: it asserts that console versions exist without naming a single console. Steam still lists Windows as the only platform, so if you came looking for confirmation of a specific console release, the launch post is not it.

  • Early Access ran from November 19, 2025 to September 2, 2026 — roughly nine and a half months.
  • The main story now has an ending. Version 1.0 adds quests, cutscenes and discoveries that bring Will’s journey in Tresna to its conclusion, and changes the world around you along the way.
  • A postgame exists past that ending, and it is the headline addition rather than a bonus mode.
  • Platform listed on Steam: Windows. Console versions are asserted by the developer but not named.

Store snapshot, September 3, 2026

Steam listed the base price at $29.99 with a 30% launch discount active at $20.99 when this page was checked. A launch discount is time-limited by definition, so treat $29.99 as the durable figure and the store page as the authority on what is running today.

The Infinite Endless Vault has one hard rule

The postgame unlocks after you complete the main story, and it is built as “an endless series of increasingly difficult thresholds”. One sentence defines how it works: “Each one must be completed in a single run, meaning that failing to reach the required amount of gold will reset your progress for that threshold.”

That is worth reading twice, because it inverts a habit the rest of the game teaches. A threshold is a gold target, not a boss room, and it is scored per run. Partial progress does not bank. Come up short — by dying, or by leaving early — and that threshold starts from zero. The usual Moonlighter approach of chipping away at a dungeon across several trips does not transfer here.

Rewards scale with how far you push, and the announcement names four categories that unlock along the way: equipment, shop upgrades, decorations and cosmetics. It does not say where the ladder ends. The post poses the question “Can you discover how far the Endless Vault truly goes?” rather than answering it.

  • Unlock condition: complete the main story.
  • Structure: an endless series of thresholds, each harder than the last.
  • Fail state: not reaching the required gold in one run resets your progress for that threshold.
  • Scope: one run per threshold, with no partial progress carried between runs.
  • Rewards: equipment, shop upgrades, decorations and cosmetics.

No numbers are published

The announcement gives no gold value for any threshold, no threshold count and no scaling rule. Any specific gold requirement you see quoted is a player measurement, not an official figure.

The four Endless Weapon Aspects, by what their special actually does

These are aspects rather than new weapon types: each one re-specifies the special attack on a weapon class you already use. The descriptions are concrete about mechanics and silent about damage, which means you can plan a build from them but not compute one.

Three of the four are explicitly risk-forward, framed around the Endless Vault’s own philosophy of risk and reward. The Great Sword is the outlier, and the only one whose special opens defensively.

  • Endless Short Sword — the special becomes a swift piercing strike that lands multiple hits, and the number of strikes increases with your combo. It pays for keeping momentum instead of resetting between engagements.
  • Endless Great Sword — crafted by the Golden Guild. The special puts you into a defensive stance that blocks incoming attacks, increases Sharpness, then follows up with a counterattack.
  • Endless Spear — the special consumes all stored spearheads and turns your basic attacks into empowered special attacks for a limited time, with bonus damage scaling on the number of spearheads consumed.
  • Endless Gauntlets — while Berserk is active, your attacks become significantly more powerful. This one amplifies a playstyle rather than adding a new input.

The Bomb Path is a perk path, not a gadget

The Bomb Path joins the existing perk paths. It lets you mark enemies with explosive effects that trigger after they have taken a certain number of attacks; when the bomb goes off, it damages nearby enemies.

The trigger is a hit count rather than a timer, which is why the announcement frames the path as a new way to build your deck instead of a new item to use. Two things it does not publish: how many attacks the trigger needs, and how far the explosion reaches.

Shop Level 5 adds exactly two slots

The shop ceiling moved up one level. Shop Level 5 gives more room to customise the shop, and the announcement names precisely two additions: an additional Bloblet slot, and a new cosmetic placement slot for one more decoration.

No unlock cost or requirement is published for Shop Level 5, and the post does not say what the total Bloblet count becomes at that level.

Hardcore Mode, and a wording change worth knowing about

The launch post describes Hardcore Mode in one line: “Death comes with a much greater cost, as dying means losing your progress and starting the journey again from the very beginning.”

The August 5 announcement described the same feature differently. It called the mode Hardcore Difficulty and said it makes “you lose all your relics upon defeat in the ML1 style”. Losing your relics and restarting the whole journey are not the same penalty, and neither post reconciles the two.

This page does not pick a winner. If you are deciding whether to start a Hardcore file, the safe reading is the harsher one: assume a defeat can cost the run from the beginning until the in-game description tells you otherwise.

Unresolved between two official posts

August 5, 2026: lose all relics upon defeat. September 2, 2026: lose your progress and start again from the very beginning. Both are first-party. The second describes the build that actually shipped, which is why it is quoted first here.

Three August items the launch post never mentions again

The pre-launch announcement on August 5 listed content that the launch-day post does not bring up. Absence from one post is not removal, but it does mean these items have no launch-day confirmation, so they belong in their own list rather than mixed in above.

  • A craftable Machine Gun gadget.
  • The Endless Armour set — described in August as forged by the Golden Guild, with increased base critical hit chance and additional critical damage for every Spark perk equipped.
  • Endless Vault VII, described in August as introducing “a brand-new threshold to conquer”. The launch post discusses the Infinite Endless Vault instead and never uses the number VII, so whether these are one feature under two names is not something either announcement settles.
  • Two named vendors: K33P3R Level 5, and Spark, called an endgame merchant. The launch post confirms “new vendors” without naming any of them.

Everything else 1.0 lists without describing

The closing section of the announcement is a list rather than a description. It is still worth recording, because it marks where 1.0 content exists even though none of it arrives with specifics.

  • New vendors.
  • New Endless Vault cosmetics.
  • New Codex pages covering enemies, characters, perks and furniture.
  • Additional quests and cutscenes.
  • Unspecified improvements.

Physical editions arrive November 13, 2026

Digital Sun and 11 bit studios are partnering with Silver Lining Interactive on physical editions releasing on 13 November 2026, more than two months after the digital launch. Two versions are announced: a standard boxed copy, and a Collector’s Edition.

The Collector’s Edition contents are itemised: art cards, patches, a poster, stickers, a metal coin, and a digital artbook. No price, no platform list and no retailer is given for either edition.

What 1.0 still does not answer

The announcement is a feature list, not a patch note. There is no version string, no build size, and no changelog of balance changes carried over from the last Early Access build. Every new system arrives without numbers attached.

  • No gold thresholds, threshold count or scaling rule for the Infinite Endless Vault.
  • No damage, Sharpness or critical values for any Endless Weapon Aspect.
  • No hit-count trigger or blast radius for the Bomb Path.
  • No Shop Level 5 unlock cost, and no final Bloblet total.
  • No save-transfer or wipe rule for Early Access files — the launch post does not mention saves at all.
  • No console platform names, despite the post confirming console versions are out.

Endless Weapon Aspects at a glance

AspectWhat the special doesScales with
Endless Short SwordA swift piercing strike that lands multiple hitsYour combo — a longer combo means more strikes
Endless Great SwordA blocking stance that raises Sharpness, then counterattacksNothing published; a Golden Guild craft
Endless SpearConsumes all stored spearheads, turning basic attacks into empowered specials for a limited timeThe number of spearheads consumed
Endless GauntletsAttacks become significantly more powerfulBerserk being active

Related Moonlighter 2 guides

Sources and verification

Fact sources

StatusSourceUsed forChecked
OfficialOfficial Steam 1.0 launch announcement (September 2, 2026)Digital Sun / 11 bit studiosThe launch-day post, “Moonlighter 2: The Endless Vault is Available Now!”, read September 3, 2026. It confirms the game is officially out of Early Access on PC with console versions available the same day, and describes the main story conclusion, the Infinite Endless Vault postgame, four Endless Weapon Aspects, Shop Level 5, the Bomb Path, Hardcore Mode, new vendors, cosmetics and Codex pages, and physical editions with Silver Lining Interactive on 13 November 2026.
OfficialOfficial Steam 1.0 date announcement (August 5, 2026)Digital Sun / 11 bit studiosThe pre-launch announcement: Moonlighter 2: The Endless Vault leaves Early Access on September 2, 2026. It listed the four Endless Weapon Aspects, a Machine Gun gadget, the Endless Armour set, Shop Level 5, Endless Vault VII, Hardcore Difficulty, the Bomb Path, and vendors including K33P3R Level 5 and Spark, plus a free demo and a Moonlighter giveaway that ran to August 9.
PlatformMoonlighter 2 Steam store pageValve / SteamApp id 2350790. Read September 3, 2026: the release field now shows Sep 2, 2026, the Early Access genre tag is gone, the listed genres are Action, Adventure and RPG, the platform is Windows, and the listing confirms Single-player, Steam Achievements, full controller support, Steam Cloud and Family Sharing.