Moonlight Peaks is a gothic Animal Crossing dating sim, but it’s so much more than that too

Upon your first encounter with Moonlight Peaks, it’s quite possible that a similar thought might cross your mind as mine – it seems reminiscent of Animal Crossing: New Horizons.

And you would be right. Or rather, you would be right to an extent.

As a devoted enthusiast, I find that Moonlight Peaks offers an extraordinary blend of worlds, merging elements reminiscent of Animal Crossing, Story of Seasons, Stardew Valley, and even hints of V Rising. Yet, in a remarkable twist, it stands as something entirely unique, defying categorization and offering a fresh, captivating experience that sets it apart from any other game I’ve played before.

As a devoted admirer, I’d like to point out that the Little Chicken Game Company has masterfully integrated their acknowledged inspirations into Moonlight Peaks, creating an experience that feels uniquely its own, bordering on a genre of its very own.

During the 2025 London Games Festival, I had a conversation with both Erik Kors (producer) and Yannis Bolman (game director), discussing the game.

Today’s Moonlight Peaks is primarily the result of countless hours of dedicated work, seamlessly blending innovative concepts with elements inspired by life simulation games to create one harmonious endeavor.

Yannis states, “So, let’s consider the fundamental aspects we truly want to focus on as our foundation.

Ultimately, the Little Chicken team decided on a trio of themes as the foundation for their game: embellishing, courtship, and, naturally, cultivation.

He observes that players are particularly fond of customizing their characters within this genre. Additionally, he points out that players expressed a desire for character romance, which is why we included it in the game design too.

Instead of directly mimicking the legends of the genre, it was equally, if not more, crucial to distinguish the game by introducing unique elements, and vampires served that purpose.

But the game’s vampiric charms are not only visual, but play heavily into the game’s mechanics.

In the early stages, Yannis chose to make the character change into a bat, he says. This transformation sparked numerous fresh ideas in us, perhaps it’s intriguing to transform into different shapes to facilitate various types of engagements.

According to Yannis, the interaction between these three essential elements, which he refers to as “pillars”, play a crucial role in creating a game that is not just enjoyable to play, but also immersive. By design, Moonlight Peaks aims to evoke the sensation of an alive, dynamic world where players have numerous options for how they spend their time within it.

The dynamic nature of this interaction encourages numerous rounds of refinement – our team consistently proposes fresh concepts, innovative mechanisms, and unique encounters.

In the bustling gaming market, the farming simulation genre is particularly packed. Yet, Moonlight Peaks has managed to catch the attention of numerous gamers. Its distinctive features such as romance and transformation into a bat are likely to keep it shining brightly among its competitors.

Members of the team frequently devote time to exploring various games, ranging from life simulations to those outside this category, seeking inspiration for Moonlight Peaks.

Erik suggests that the optimal method for learning is by examining various games as a starting point, and then identifying elements to adopt. If possible, enhance those ideas to make them uniquely yours.

Initially, Moonlight Peaks incorporated a mechanic where players needed to replenish their blood by biting villagers, much like in games such as V Rising. However, this feature was eventually taken out because it didn’t align with the game’s intended direction and had a more whimsical feel instead.

But while some vampiric ideas don’t make it in, concepts from other surprising sources do.

In the concluding part of Journey, where the character climbs an immense mountain, served as the inspiration for one of the later stages in Moonlight Peaks due to its captivating atmosphere and emotional impact: “That final level was so inspiring because it had such a unique setting and evoked strong emotions.

In essence, time equals money, yet both Yannis and Erik yearn to invest an endless amount of time enhancing the game with novel mechanisms. Nevertheless, every game needs a launch date eventually.

Erik clarifies that it can be challenging for them not to take on too many tasks at once, Yannis humorously adds, often finding disagreement on this matter.

As I enthusiastically propose, “Alright, let’s go for it!”, Erik thoughtfully responds, “That sounds fantastic, but we also need to ensure it can be seamlessly integrated into the production process.” Yannis chuckles in agreement.

We constantly deal with a lengthy to-do list where top priorities reside. This often presents a challenge, as we have to balance multiple tasks. To decide which ones are truly valuable, we typically consider two factors: ‘Does it have significant importance or relevance?’ and ‘Is it frequently required or noticed?’ These questions help us determine if it’s worth investing our time and effort.

It’s fortunate that Little Chicken has had the opportunity to concentrate on growth due to assistance from their publisher, the well-known life sim powerhouse Marvelous Games, known for creating the popular Story of Seasons series (which many may recall as Harvest Moon).

“We’re really lucky,” Yannis says of the partnership, “I couldn’t think of a better match.”

He mentions that they could provide a wealth of experience and fresh perspectives since this is our initial venture into creating a life simulation game.

“They’ve been marvellous. Sorry for the pun.”

However, even though Little Chicken might not have expected a more suitable publishing partner for their game during production, their most significant alliance could be with the gamers themselves.

Little Chicken has diligently developed a distinctive game style that resonates with a particular gaming demographic. Approximately 80% of the game’s appeal is drawn from female gamers, while about 10% originates from the non-binary community.

The conversation between us in the studio and our fans remains open, allowing for a two-way exchange of opinions. This includes constructive criticism as well as praise, all of which serves to guide our team effectively.

“The community is very helpful and very open to whatever we throw at them,” Erik explains.

Initially, the developers publicly unveiled their project, whether it was initial sketches or early gameplay, which eventually sparked interest and led to a growing online community. One of their clips even gained popularity when it was shared on TikTok.

Right away, the significance of this was understood, so we swiftly incorporated community input during development, as Yannis remarks, “This is quite impactful.

He gives the example of a character model redesign that the team had planned.

For approximately three months, we devoted considerable effort to developing a matured character.

We dislike it; return the original version!

As a gamer, I understand the importance of maintaining our initial concept while ensuring it appeals to the community. Their input and backing have played a crucial role in shaping this gaming experience.

Yannis grins, finding it genuinely enjoyable to develop a game that sparks enthusiasm among players. This eagerness significantly boosts his determination to invest some additional energy to give it an even brighter sheen.

As a game enthusiast, I’ve noticed that the blend of various gaming elements, drawn from numerous sources based on player suggestions, can sometimes take a turn for the worse. It might seem like a Frankenstein-like creation, capable of offering multiple experiences, but unfortunately, it often falls short in execution.

Moonlight Peaks maintains a harmonious position within the so-called “Goldilocks Zone,” a region where conditions are just right. Fingers crossed that this equilibrium remains stable, regardless of the ongoing debates between Yannis and Erik regarding new features.

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2025-06-17 17:34