Momodora: Reverie Under The Moonlight on Steam - User reviews, Price & Information

Momodora: Reverie Under The Moonlight is the fourth installment in the beloved Momodora series of 2D platformers. Unleash ravaging combos against a variety of formidable monsters and deftly dodge your way through a cursed land to seek audience with the Queen and dispel the evil that threatens all life.

Momodora: Reverie Under The Moonlight is a metroidvania, 2d platformer and side scroller game developed by Bombservice and published by PLAYISM.
Released on March 04th 2016 is available on Windows, MacOS and Linux in 11 languages: English, Japanese, French, Spanish - Spain, Portuguese - Brazil, German, Italian, Russian, Simplified Chinese, Danish and Korean.

It has received 11,196 reviews of which 10,466 were positive and 730 were negative resulting in an impressive rating of 9.1 out of 10. 😍

The game is currently priced at 9.99€ on Steam.


The Steam community has classified Momodora: Reverie Under The Moonlight into these genres:

Media & Screenshots

Get an in-depth look at Momodora: Reverie Under The Moonlight through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7
  • Processor: 1.2 Ghz or superior
  • Memory: 2 GB RAM
  • Graphics: 256 MB
  • Storage: 200 MB available space
MacOS
  • OS: OSX 10.12 Sierra
  • Processor: 1.2 Ghz or superior
  • Memory: 2 GB RAM
  • Graphics: 256 MB
  • Storage: 200 MB available space
Linux
  • OS: Ubuntu 14.04 LTS
  • Processor: 1.2 Ghz or superior
  • Memory: 2 GB RAM
  • Graphics: 256 MB
  • Storage: 200 MB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2025
Gorgeous little metroidvania with the mood that is just delicious, can't recommend it enough. The ending (and I mean true one) is quite a bit anticlimactic and lazy tho. Would it kill you to create a pictire or two to show us the fruits of our labor a little?
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Oct. 2024
A solid little metroidvania, and a good example that you don’t need anything exceptional or expansive to make a memorable game. None of the elements here particularly stand out, yet each one is polished enough so that together they create a balanced, cohesive experience. The combat is simplistic but responsive, the map is small but tightly designed, the traversal is straightforward but spices things up with some platforming or dodging, and the setting is your usual "land in decay" stuff but does a darker tone fairly well. The higher difficulties and achievements provide some replayability, yet at the same time never overstay their welcome. There’s also a decent roster of boss battles, as well as an extra item reward for each if you beat them flawlessly, even though mechanically they’re all too basic to make a lasting impression. Except for the Pardoner Fennel fight; that one is freaking awesome. Near Mantis Lords level of minimalistic, rhythmical boss design, and the definite high point of the Momodora series.
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Aug. 2024
I was pleasantly surprised when I decided to follow the recommendation of a fellow backloggder (thank you fellow backloggder) despite me not really a fan of metroidvanias. Momodora: Reverie Under the Moonlight was a pretty fun treat. It was short enough (in a good way) great pixel art, many (but not overwhelmingly so) secrets and battling mechanics deep enough to evoke battles that atleast I couldn't beat on the first try sometimes. I am not sure if all of these things are standard to the genre, but many of my problems with metroidvanias included getting bored and frustrated as a kid - maybe I should cut them more slack. Anyway, the game takes you through several locations (and even an underwater section that didn't suck too bad!) I felt like enemy design was pretty cool, featuring witchy and ghostly type aesthetics very pertinent to the story - and that also surprised me a bit! The vibe really caught me off guard because I was really expecting a cutesy and pretty forest and fairy kind of experience, but it ended up feeling kinda similar to bloodborne in a way. The game takes place in a cursed (rather victorian looking) world where everything seems to be dying or is cursed. And there is definitely prescence of undead beings (very scary). However, it definitely doesn't cross the line into horror. Boss fights, while simple in design (the final 3 stage boss took me two tries to beat), felt satisfying and sometimes had gimmicks that weren't too straight forward. Very serviceable. I just wish boss fights had rewards after them, that felt like a cruel slap in the face (cries) Here's a short list of things I jotted down while playing for no particular reason: - Ladder climbing animation is so slow I wanna die - The design of the bonfires bells is great! Hit for quick save and interact for saving/warping. - Loved the big buzzomed witch 😙🤌 - Didn't understand the story to much - it's enveloped in generic mysticism - Loved that just by trying to be a completionist I "dunked the maple leaf (main weapon in the game) in the hibiscus tea" and that made it stronger - and unlocked the "true" ending... whatever that means - Cheesing the game with the bow and arrow felt really good - Map is really well interconnected imo (but that does feel like it's a common feature from metroidvanias in general) In any case, a pretty enjoyable experience! I'd give it a 4 beautifully colored maple leaves out of 5 🍁🍁🍁🍁
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July 2024
I am probably in the majority when I say that RutM is my first and favorite game of the Momodora series, I played it back in 2018 and since then it stuck to me deeply. I'm pretty lazy so I only now decided to write my thoughts about it, because I am still very much in love with how many things they got right. Where do I even start? The art is staggeringly beautiful in every layer of the screen, the choice of color palettes and filters is godly, even almost six years after I played the game for the first time the resulting atmospheres still leave me with refined sensations of bitterness yet serenity. This enjoyment is only enhanced by the fairly intuitive and simple yet nice gameplay, moving and attacking with the priestess feeling tight and responsive, the priestess' physics carefully planned to be not too floaty, all these factors deeply suiting my tastes. Some people say the experience felt too short but personally I don't feel that, with this I don't mean to say I dislike long games, but sometimes I think highly motivated gamedevs fall into the common trap of padding their games with purposeless content that negatively affects the cohesiveness of their game. On the contrary, RutM feels like extremely coincise and perfectly adequate work of art. It plays on its strengths all the way until the end, so in my opinion if you will enjoy the game from the beginning, chances are high that you will enjoy the game all the way to the end, while if it's not the game for you, you will be able to recognize it quickly and look for something else. If I didn't make it clear enough by now, this is one of my favorite games ever and I don't have significant issues with it, but I will write some smaller things that if were handled a bit different I would have enjoyed more. I will also try to be as clear as possible on the reasoning, so you can make your own judgement. I didn't feel much satisfaction from how the main collectable of the game, the Ivory Bugs, were implemented. You are highly unlikely to find many of them unless you are the type of insane player (to each their own, but come on!) who rubs every wall even when it doesn't look anyhow suspicious, or you have a passive item equipped at all times which is a significant cost when you can have only 2 passive items equipped ot once. Also between the fact that they are presented as tiny bugs and the fact that you can't claim anything until you have at least 10 of them (which is a lot considering unfeasible they are to find), you will easily get the sensation that they won't be worth the hustle, and because of this they are prone to get ignored until after you finish the game. Only then, if you want max completion, you do the fairly mundane task of visiting every room a 2nd time with the Ring of Candor item, and once you're done bug collecting you claim your rewards which is items that mostly aid you in gameplay, when you've already finished the game. I think this could have been implemented better in different ways, maybe even by having the collectibles be more straight-forward rewards like permanent stat upgrades (the new Momodora game, Moonlit Farewell, takes this approach! I wrote a review on that too) One thing that's really nice is that items aren't just useful, sometimes they look cool, their descriptions are interesting, or you might even get some lore out of it (for example I remember the Sparse Thread). However there are several of such items locked behind doing bosses without taking a single hit which is fairly hard, and it is pretty much the same hard difficulty to do so regardless of the difficulty you picked for your save file. I have a lot of experience with videogames so this didn't affect me personally, but I thought it was worth mentioning after watching a friend play and having this unfortunate situation come into play. That is all! I'm bad at writing conclusions so I'll very very smoothly say, I love RutM and I have met many cool people thanks to it, I'm very grateful to the devs and I hope more people give it a try <3 A tip for whoever is getting into the game: some room elements are randomly generated upon being loaded, so try re-entering rooms multiple times (specially ones with background objects or animals) to find cool new details!
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July 2024
Souls-Like meets Metroidvania PROS • The pixel art looks great • Platforming is well executed including butt clenching jumps later in the game • The music is nice and pleasurably calming • The combat is solid and contours to your play style. You can go primarily the melee route if you so choose or range it up at any time. • Short but sweet game. It doesn't overstay it's welcome. • Although the game is on the shorter side, the story conveys what it needs to. I never was confused about my objective. • Multiple endings CONS • The game at times can be brutal with the damage enemies do. For example, some bosses possess 1-hit kill abilities that can be unfair if it's your first time fighting them. So expect to die a handful of times on some of them. • Off screen enemy attacks. These I categorize as an artificial difficulty annoyance. Sometimes you will enter a new area, you see no enemy and then a projectile will come bolting at you at 120MPH to hit you and take anywhere from 15%-33% of your life bar. Not a fan of this design. • Enemy respawns are aggressive. If you leave the area and go even 1 screen over, all of the enemies respawn. This includes if an enemy hits you, knocks you back into another screen. When you go back the enemy will be back at full health and all other enemies on the map are back. It only happened to me a couple of times, but annoying none the less. • The charge attack for your bow takes WAY too long even with upgrades for a game like this CONCLUSION Overall I enjoyed this game and I really wish I had known about this game sooner. Steam randomly recommended it to me recently so I picked it up. Pleasantly surprised and had a lot of fun playing it. Highly recommend if you are into 2D souls-like difficulty with a map and exploration of a metroidvania. 8.5/10
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Steam data 04 April 2025 08:03
SteamSpy data 11 April 2025 10:47
Steam price 13 April 2025 04:46
Steam reviews 11 April 2025 23:54

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  • SteamDB - A comprehensive database of everything on Steam about Momodora: Reverie Under The Moonlight
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Momodora: Reverie Under The Moonlight
9.1
10,466
730
Online players
12
Developer
Bombservice
Publisher
PLAYISM
Release 04 Mar 2016
Platforms