This summer, the gaming landscape welcomes a fresh wave of spooky farming sims, including Moonlight Peaks, Grave Seasons, and Village in the Shade. Unlike its counterparts, Moonlight Peaks casts players as vampires settling into a town populated by other supernatural and magically gifted beings.

Development Inspiration: Blending Life Sims with Supernatural Elements

To understand what sets Moonlight Peaks apart, Siliconera spoke with Yannis Bolman, CEO of Little Chicken and Director of Moonlight Peaks. The interview explored how existing life sims influenced the game’s design and how the team infused its supernatural theme into the genre’s conventions.

Influences from Classic Life Sims

Yannis Bolman: We looked at almost every life-sim on the market, and it’s fair to say the genre comes with specific tropes and elements that players have come to expect. We see those reflected in all the games you mentioned, such as Story of Seasons, Stardew Valley, and Sun Haven. We wanted to ensure we hit those marks ourselves while adding our own supernatural twist wherever possible.

A Fresh Take on Vampire Lore

Yannis Bolman: I don’t think there was one specific piece of lore that led the design of the world and characters in Moonlight Peaks. Early on, we decided it would be more exciting to create our own take on vampire lore. This gave us the freedom to expand the universe and include a diverse cast of characters and storylines, featuring everything from witches and werewolves to mermaids and seers.

The jumping-off point was the concept of Dracula’s child running away from home to carve out their own path. From there, we essentially built our own world. That said, our storylines are packed with references and hints to existing lore. We played with familiar names and classic tropes, adding our own twists to them along the way. I think it will be a lot of fun for players who are fans of the supernatural to spot those references as they play.

Player Feedback: Shaping Moonlight Peaks Through Community Input

The first demo for Moonlight Peaks debuted on Steam in October 2023. Yannis Bolman highlighted how player feedback and community input played a pivotal role in refining the game.

Real-Time Observations from the Demo

Yannis Bolman: We’ve always been fans of sharing our journey, and it has been wonderful receiving input from players and followers along the way. I would say the feedback from the community as a whole helped shape the game into what it is today; the input we gathered from the demo was a massive part of that process.

What the demo specifically helped with was observing how people play and seeing what they gravitated toward in real-time. We showcased various versions at several trade shows, and watching people interact with the game was both incredibly valuable and enjoyable. A player’s immediate reaction is one of the best indicators of whether a mechanic actually works.

Balancing Depth and Accessibility

Yannis Bolman: You can design deep systems that look impressive on paper, but if players don’t engage with them, they’re not serving the game. The demo helped us identify which mechanics resonated and which needed simplification or adjustment. It’s all about finding that sweet spot where depth meets accessibility.

Source: Siliconera