Additions verified against official 1.0 release notes
Quick answer

Official 1.0 notes add four Endless Weapon Aspects (Short Sword, Great Sword, Spear, Gauntlets), the Machine Gun gadget, Endless Armour, Shop Level 5 with an extra Bloblet slot and a cosmetic slot, Endless Vault VII, Hardcore Difficulty, the Bomb Path, new cosmetics, Codex pages and vendor progression.

The official additions, tracked in one table

Area1.0 addition
WeaponsEndless Weapon Aspects: Short Sword, Great Sword, Spear, Gauntlets
GearMachine Gun gadget; Endless Armour
ShopShop Level 5, extra Bloblet slot, cosmetic slot
VaultEndless Vault VII; Hardcore Difficulty
PerksBomb Path
MetaNew cosmetics, Codex pages, vendor progression

Two of these change how the game is played rather than just how much of it there is. Hardcore is one life on expert tuning where a defeat deletes the save, per 1.0 community playthroughs — a fundamentally different routing calculus from a normal run. Shop Level 5 deepens the selling endgame, and official store screenshots show how elaborate the supported shop floor becomes by launch.

Official Moonlighter 2 store screenshot of a Gallery exhibition hall where the merchant unlocks the new gadget recipe Blo-Blitz
Official gameplayGadget recipes like Blo-Blitz are unlocked as run rewards in the Gallery’s exhibit halls.

Why this matters for every price list

A site can be mechanically current while carrying an older price snapshot — that is exactly the trap Early Access set. The community price table this site loads was compiled during the Blob-Life Balance era, and 1.0 shipped after it. That is why our database is visibly labeled community-baseline instead of “verified for 1.0”: the values are sourced and complete for the launch dataset, but current in-game reactions and future patch notes outrank them when they disagree.

The practical habit for players: treat the database as a starting bid, and let your shop’s reactions arbitrate. For how we structure that workflow, see the price guide.

Official Moonlighter 2 store screenshot of a Gallery exhibition hall of the shop floor at dusk, its displayed relics priced from 191 up to 26,502 gold
Official gameplayThe launch-era shop economy in numbers: quality-stacked relics priced orders of magnitude above day-one stock.

Returning player: what to do first in 1.0

Come back in this order. First, pick a difficulty consciously — the game now offers several, from an easier combat mode to Hardcore’s delete-on-death, and the default is no longer the only reasonable answer. Second, re-plan your opening run around the forge: the four crafting paths (spear, knuckles, short sword, great sword) plus the new aspects change which early perks are worth routing toward. Third, only then chase the new ceiling — Vault VII runs and Shop Level 5 upgrades both assume you have a working loop from the earlier systems.

Selling habits need the biggest reset. Price records written during Early Access describe a different economy; the shop’s reactions are the fastest way to re-anchor any relic’s value in the current build, and our price guide walks that adjustment loop step by step.

Release timeline at a glance

Older guides written against Early Access endgame are now incomplete by definition: Vault VII extends the vault, the aspects extend the arsenal, and difficulty selection changes what a “safe route” even means. Start from the bosses & vault guide for the new ceiling, and the weapons & builds guide for how the aspects slot into a run.