Most farming sims ease you in with a cutscene and a single packet of parsnip seeds. Moonlight Peaks hands you a full toolbelt, points at an overgrown homestead, and basically says good luck, the sun’s coming up in a bit. The opening is generous but unguided — so here’s how to spend your first night, and your first week, without flailing.
This walkthrough covers the launch version of the game, cross-checked against extended playthroughs and the community wiki. If you’d rather follow the main story beat by beat, our Story Quests walkthrough lists every main quest with its objectives and rewards.
Before you press start: you’re naming three things
The character creator doesn’t just dress your vampire — it’s where you permanently name your character, your farm, and your Hellkitten companion. If you’re the type who stalls for twenty minutes on a pet name (we see you), decide those before you sit down so the menu doesn’t eat your evening.
Your first night, in order
You arrive in town by train with a coffin and a three-eyed cat, fresh off an argument with dear old dad (Dracula). Your inherited house needs love; the town needs more. Here’s the efficient opening loop:
- Grab your tools. You get the lot at once — shovel, watering can, fishing rod, bug net, axe, pickaxe — on a quick-access tool wheel. They take no inventory space, so don’t worry about carrying them.
- Buy a few seeds from the little shack in the woods (it’s open at all hours).
- Till and plant a small patch — only as much as you can water by hand for now.
- Water it, then go explore. The game won’t hand you a waypoint; you trigger the next story beat by wandering into it.
- Talk to residents. Meeting people opens shops, recipes and quests. One of the first you’ll meet is Orlock, a cheerfully drunk vampire who asks you to make him some wine — your first proper quest.
- Get back in your coffin before ~6:00 AM. The clock gets pointedly loud around 5:30 to nudge you home. Yes, you farm at night now.
That’s a complete first night. Everything below is what makes the rest of the week click.

The story is your map
Here’s the mindset shift that saves new players the most frustration: Moonlight Peaks does not hand you waypoints. There’s no quest arrow nudging you to the next beat. Instead, the story advances when you wander into a cutscene — so if you feel stuck, the answer is almost always “go explore a part of town you haven’t, and talk to people.”
Your quest log keeps track once things are rolling. Take that first quest from Orlock: he’s “dramatic, hungover, and apparently not interested in paying his nephew Samael for wine,” so he palms the job off on you — handing over blood grape seeds and asking you to deliver him Red Wine. That one quest alone quietly teaches the core loop — grow the grapes, build a keg, ferment the wine, deliver it — and points you toward another resident (Viktor) to find along the way.

The takeaway: treat the main story as your to-do list. It unlocks magic, systems and recipes in sequence, so chasing the next cutscene is usually more valuable in week one than grinding the farm in isolation.
Repair the wand — magic is the real tutorial
You begin with a broken wand. Following the main quest fixes it and unlocks spellcasting, and this is where the game opens up. Spells cost mana (the little icons up top), and you cast them by drawing the rune in a quick menu. The rune-drawing is finicky on a controller — several players switched to mouse for it.
Your first spell is the headline one: a self-pouring watering can that waters crops for you. Soon after you can unlock your first transformation — the Hellkitten form, which tills soil for less energy and runs noticeably faster. Given how much of the early game is walking to people, that speed boost alone is worth beelining. More in the witchcraft and spells and shapeshifting guides.
Energy vs. mana — keep both topped up
Two bars run your night: stamina (tools, chores) and mana (spells). Both refill the same delicious way — eat. Cooked food is best, but early on, when you’re broke and short on crops, a humble grape juice will claw back enough energy to finish the night. Don’t hoard either bar; a banked stamina meter does nothing but watch the sun rise.
Money, and the creature who buys your stuff
Early cash funds everything: seeds, tool upgrades, new buildings, your house. You sell through Chester — a talking shipping-box creature who is equal parts charming and very vocal about every transaction. Expect to fund your first upgrades by selling crops and processed goods (you’ll be building a processor, furnace and keg early for quests anyway). For what’s worth holding versus flipping, see the farming guide.
Getting around (there’s no minimap)
Two things to internalise early: the camera is fixed (great if other farm sims make you queasy), and there’s no minimap — you open the menu for the map, which tends to default to the quest screen first. It’s two button-presses away, so expect to do that dance often. The upside: the map shows every resident’s location (even ones you haven’t met) and shop opening hours, which makes planning a route genuinely useful.
Side collectibles you can start now
Two long-haul collections begin chipping away from night one:
- Soul blobs — little skull-souls you catch to learn how someone died. Mostly flavour, except the rewards: catch 15 and you’re given a watch that slows time, effectively lengthening every in-game day. That one’s worth chasing.
- Vampsters — 100+ shy, chicken-like critters to return to a cave. You can only pick them up in vampire form, and they flee back if you drop them outside the cave, so it’s a slow burn — dabble, don’t grind.
Magic worth prioritising first
Once your wand works, you’ll have choices about what to learn and unlock. In the opening week, prioritise the practical over the flashy:
- Self-pouring watering can — your first spell, and the one that most reduces nightly busywork. Watering by hand is a little imprecise, so magical watering is a genuine relief.
- Hellkitten form — the early transformation. It tills for less energy and moves faster, and since much of week one is criss-crossing the map to talk to people, the speed alone earns its place.
- Anything that gathers or clears — spells that remove rocks or help harvest pay off once your farm grows. The spell shop has more than you can afford early, so buy the labour-savers first.
A typical early night
Once it clicks, a good night settles into a rhythm. A simple template:
- Wake and check your crops — water (or cast it) and harvest anything ready.
- Advance the story — head to wherever the last cutscene pointed, or explore somewhere new to trigger the next one.
- Do a quest errand or two — deliver an item, talk to the resident a quest named.
- Gather on the move — forage and fish as you travel, so the trip pays for itself.
- Sell the surplus to Chester and bank materials in storage.
- Get to the coffin before ~6:00 AM. Don’t get caught out by the dawn.
What not to do in week one
- Don’t carpet the farm in crops before you can water them — half a dead field is worse than a tended quarter.
- Don’t sit on resources or energy. Spend the night; the slow optimiser loses to the player who just does things.
- Don’t stress the “perfect” start. The old demo save doesn’t carry into the full game, so there’s no legacy file to optimise against — treat these early nights as a sandbox.
For the bigger-picture habits beyond the opening, our beginner’s guide collects ten tips for the first few weeks, and romance covers when (and who) to start courting once the town opens up.