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Moonlighter 2 selling guide1.0 · 2026-09-03

Moonlighter 2 Selling Guide

A Moonlighter 2 selling guide is about the order of a shift, not a table of numbers. You type a price. Customers answer Cheap, Perfect, Expensive, or Overpriced. Regulars buy anything that is not Overpriced. Perk meters fill only on Cheap and Perfect. Prima Games documented that loop on 19 November 2025 and 1.0 did not replace the four faces. Digital Sun restored free typing after Next Fest, then added a calendar layer so some relics feel hotter on certain days. This page is the till sequence: stock, Cheap volume, lock perks, then raise a few tags.

The prices hub on this site already covers stamps, Codex neighbors, and why Greed and Glory sheets rot. Read that when you need a method for a new drop. Stay here when the wall is stamped and the shift still dies because you raised everything too early or left cases empty while you haggled one legend.

How a Moonlighter 2 selling guide orders a shift

Shop interior with Will behind the wooden counter, priced relics, and a Day 26 gold HUD
Official Steam still: counter and tags. Perk order matters more than a leaked sheet.

Stock before the door opens. Four showcases at the start is a hard cap on what you can offer at once. Prima is explicit: you can retune mid-shift and someone else will buy. That is not an invitation to spend the first minute spinning tumblers while customers walk an empty floor. Place commons you already stamped Perfect. Leave one case for the new drop you still have to walk. Pet a bloblet if one is seated, then leave the cushion alone during unique inspections.

Open Cheap or Perfect until the perk meter pays for the shift’s profit perks. Cheap often tips and still fills the meter. Perfect still fills the meter and might tip. Expensive can sell without filling perks. Overpriced sits. Jz’s Steam writeup (Perfect Price, Greed and Glory) repeats the same four bands. Dorce’s Cheap/Perfect/Expensive list is a snapshot labeled for Blob-Life Balance. Neither is a 1.0 law. Both agree Shop Perks come from Cheap and Perfect, not from greed.

Once perks lock, raise selected items to Expensive. Not the whole wall. A legend that already has a stamp can sit one step above Perfect for extra cash. A common that still needs Cheap volume should stay Cheap if the meter is hungry. Calendar demand can make yesterday’s Perfect look Cheap today; believe the face. Unique visitors sometimes want a different band than the stamp. Let that visitor walk. The Codex still keeps Perfect for regulars.

Greed Alert is a ceiling panic, not a selling strategy. If the alert fires you are absurdly high. Drop until it vanishes. Do not treat the number under the alert as Perfect and do not leave it there hoping a whale appears. Mid-shift retunes are how a selling day stays honest when a thumb panicked.

Perk meters, furniture, and the timer

Shop floor with customers, floating price tags, and Will petting a bloblet
Official Steam still: a live shift. Cheap volume first, then a few Expensive tags.

Perk points during a shift unlock profit perks. Selling Expensive before those perks lock is how people “make more” on one relic and lose the meter for the rest of the hour. After perks are bought, a few Expensive legends are fine. Overpricing the whole wall on day one is the fastest way to a dead meter and a quiet till.

Furniture from the Comtesse (Homeware) boosts sale value around showcases. A Sun Display Case, in Prima’s Early Access example, tips 200 gold for an uncommon. That tip is not a perk. It stacks with Cheap/Perfect volume instead of replacing it. Empty floor is wasted timer. Shop rank 4 (Blob-Life Balance, May 2026) grew floor space. Rank 5 at 1.0 adds cosmetics, chest space, and a companion slot. Rank 5 does not print stamps. A second bloblet sprinkles; it does not run the till.

Shop hours are a timer. Do not pet during a unique inspection of an Overpriced legendary. Do not open the Codex for a five-minute research break while three regulars wait. Pause-menu Codex is for between customers or before the door. Lifetime gold on the plaza cube still counts what you sold, including Cheap tips. Spending those coins on Sliver still counts as earned gold toward Vault keys. Selling Cheap is not “wasted” toward the cube.

Do not sell Sun Eaters, Echo Links, Oneiric Stones, or Moon Flowers because a face looked Perfect and you needed perk juice. Andrei and Julien still want those mats. Keep one unstamped Codex entry until the stamp exists, then sell duplicates. Quality under the icon multiplies gold; faces still read base. If you price from the quality-inflated total you will Overprice and starve perks.

Mistakes that scramble shift order

Treating Greed Alert as Perfect. Raising the entire wall the moment the first perk appears. Copying Dizzy’s Google Sheet (already labeled outdated after Greed and Glory) into a 1.0 file. Pricing from quality totals. Leaving cases empty because you greeded a death in Hardcore and dumped the bag. Petting instead of stocking. Freezing the wall because one unique frowned.

NPC schedules matter more than a static sheet. Story NPCs and unique customers walk on their own clocks. If a face that usually buys Perfect walks past an Expensive legend, let it walk. The meter already told you whether this shift still needs Cheap volume. K33P3R’s rank perks and Comtesse furniture are town gold sinks that pay back across many shifts, unlike a one-off carpet that only looks busy.

Tomo deluxe research is a quality wager, not a selling tactic. Skip deluxe if the purse is funding Sliver or a Vault key. Version 1.0 did not replace the four faces. Infinite Vault is a gold treadmill that still converts through this till. Hardcore dumps the run bag, so the most expensive relic in Tresna is the one you died holding. Practice order on a normal file.

Steam community guides remain useful as method, not as law. If your 1.0 file disagrees, your file wins. This site will not republish those tables. Canonical URLs live on https://moonlighter2wiki.wiki. Open prices when you need stamps, inventory when bag cells are the bottleneck, furniture when the floor is empty, npc-visits when a unique is the actual problem.

Late-game Infinite Vault does not invent a fifth face. Cheap, Perfect, Expensive, Overpriced stay the language of the till. A leaked sheet is a hint. Shift order is the job.

Blob-Life Balance made storefront interacts a short value sprinkle. They do not replace stamps and they do not pause the shop timer. If the floor is empty, petting will not spawn customers. Stock cases first. If the perk meter is empty, Cheap volume still beats a tip sprinkle. Rank 4 floor space only helps if you actually fill it.

Witch survivability perks from Early Access keep you alive long enough to bring the haul home. They do not fill the shop meter. Mixing the Witch tree with K33P3R because both NPCs stand in Tresna is how a shift starts Expensive by accident. Buy the shop tree when the till is the bottleneck. Buy the Witch tree when Herald is.

HowLongToBeat’s completionist files go into the high twenties partly because people decorate instead of selling. A weekend campaign still needs this order: mystery node, commons that sell, exit before greed, Cheap volume, perks, then a few Expensive tags, then Sliver. Herald can wait one more day if the meter is still empty and the bag is still a starter grid.

Nou, Andrei, Tomo, and Sliver compete for the same purse after the shift. The coins you just made are not a decoration budget until the 4,000 and 8,000 cells exist. Lifetime gold still counts the spend. Emptying the pouch on carpets while four showcases sit half-stocked is a selling failure even if the faces were Perfect.

If you play Switch 2 handheld, PixelNitro called the shop especially responsive. Use that. Combat is where bombs dip frames. The till is where you should be fast: stock, Cheap, perks, raise, close. Do not live in the rebind menu or the Codex during a unique’s inspection.

Use this Moonlighter 2 selling guide until Cheap volume fills perks, Expensive tags pay the extra, and the cube moves because you sold on time instead of decorating first.

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