Everything is randomly generated, including the dungeon layouts, so sometimes you might want to simply place your findings in storage instead of opening the shop that day.
The downside to this is that you have no say in what you find during your time in the dungeons.
Markets will change though and you have to pay attention to the way customers react to your products they may react poorly but still buy an item, suggesting that demand is actually quite low at this point, so maybe focus on something else for a while. You even get to know which customer will come in for certain items, while others will actively tell you what they’re after, via little icons in speech bubbles above their head. I mean, it’s actually quite addicting, especially when you find new items and have to judge what they might be worth. It’s a good job then, that the store portion of the game is so well-crafted. In fact, you could spend all your time in the first dungeon if you really want, grabbing some goodies and returning to your store in the morning. This will limit you somewhat, but the game won’t force you into the bottom level of every dungeon. Of course, you might never want to go beyond the first dungeon, instead deciding to just enjoy grabbing a few things and selling them at your store. It’s a very basic plot, only really serving as a vehicle for the dungeon-delving and item-selling, but there is a rich lore weaved throughout Moonlighter’s world, just hidden enough so that it gives players a reason to keep going back. There are five dungeon doors outside of the town of Rynoka, but the fifth has remained a mystery over the ages and young Will is determined to find a way to open it. There is an ultimate goal in Moonlighter, as our shopkeeper Will dreams of becoming a hero. It makes no sense, but it really does work. Seriously, imagine a dungeon crawler by way of Stardew Valley. Yes, Moonlighter is a Roguelite (hey, I see your eyes glazing over, snap out of it!) but it brings with it a unique idea: what if you’re looting dungeons in order to sell the items you find? No, I don’t mean offloading crappy gear for souls, or selling those Feeble Swords of Floppiness for gold I mean setting out your wares in a shop, deciding on prices and keeping your customers happy. There is nothing wrong with the genre, but sometimes it does feel like a new addition is announced every week so when you hear, “there’s this new game called Moonlighter it’s a Roguelite,” there is every chance that your eyes will glaze over and everything else becomes white noise. Roguelikes and Roguelites are ten a penny these days, so you might be forgiven for turning your nose up at yet another one to join the fray.