Entry · Behind the scenes

Behind the scenes of Moonlight Peaks

Behind the scenes of Moonlight Peaks — illustrative art

Most Moonlight Peaks coverage focuses on gameplay. Less well known is that the developers themselves have been publishing behind-the-scenes dev diaries on the game's Steam Community news page. Here's what they reveal about the people and process behind the game — paraphrased from their posts, not quoted at length. Updated June 2026.

Little Chicken Game Company

Moonlight Peaks is developed by Little Chicken Game Company, an established studio with a back catalogue spanning mobile titles to VR experiences, and published by XSEED Games in the Americas and by Marvelous Europe in Europe.

Meet the lead developer

In one dev diary, the game's lead developer — going by "Jor," with over a decade of programming experience at the studio — describes building the core programming layer and internal tools that the content design team uses to build the game, and spending much of the role on development strategy, code review, and hands-on coding. Their path into games started as a kid sketching item and location ideas in spreadsheets before searching online for how to make a video game and picking up programming around age 12.

Designing a room: the Logan house

In another diary, a 3D artist on the team named Julia walks through her process for building one of the game's cozy interiors from concept to final set dressing — specifically, a werewolf-themed room for a resident's home, credited to concept artist Wietse Treurniet. Rather than copying the original concept exactly, she treats it as a guideline, starting with a rough 3D blockout focused on scale and layout before refining materials.

One detail worth knowing if you're theory-crafting the town: this post refers to the room as the Logan house interior. Combined with "Logan's House" appearing in pre-launch datamined game files, that's two independent hints pointing to a real werewolf resident named Logan — see his character profile for what else is reported.

A night-time art challenge

The same diary notes a genuine production challenge specific to a night-set game: because Moonlight Peaks uses darker purple lighting throughout, colors that read clearly in the art tools don't always translate the same way once lit in-engine — yellows and greens in particular were called out as tricky to preserve from the original concept art once night lighting is applied. It's a small detail, but it explains why the game's actual palette can look moodier and more blue-purple than early concept art might suggest.

Why this matters for players

None of this changes how you'll play the game, but it's a reminder that Moonlight Peaks is being built by a small, visible team who post their own process publicly — which is also, incidentally, a good source of quiet confirmations (like Logan) well before anything shows up in an official trailer or press release.

FAQ

Who is developing Moonlight Peaks?

Little Chicken Game Company, a Dutch studio, is developing the game. It is published in the Americas by XSEED Games and in Europe by Marvelous Europe.

Is there a Moonlight Peaks developer blog?

Yes. Little Chicken has been posting behind-the-scenes dev diaries on the game’s Steam Community news page, with team members walking through their work on the game.

Is Logan a real Moonlight Peaks character?

Very likely yes. Beyond appearing in pre-launch datamined files, a Little Chicken 3D artist’s own dev diary describes designing a werewolf-themed room for "Logan’s house," which independently backs up the name — though it isn’t developer-confirmed via an official announcement yet.

Source: Little Chicken Game Company's own dev diaries on Steam Community, paraphrased here. Related: Logan, characters, about this site.