Village & Quests
Befriend Pebble Town residents, earn quest rewards, and follow a growing main story—while still making time for hungry guests back at the lodge.
Pebble Town on Your Route
Pebble Town is not a separate menu—it wraps around your lodge. After the resort tutorial, real errands begin: buy habitats from the lumberjack, turn in wood to Rudgar, craft feed for Serenya, and chase the witch storyline while guests still need food and water. Treat early errands as progress gates, not sightseeing.
Below is a quick-start checklist, a who-does-what NPC guide, and town tips from the public Steam demo. Turn-in crops and fish tie back to Farming; guest care basics sit in Animals and Beginner's Guide.
This page covers who to meet first, how quests compete for your daylight, and what the main mystery sets up. For guest needs, see Animals. For your first-week order, see Beginner's Guide.
Quick Start: First Town Run
Once the resort tutorial ends, follow this order from the public Steam demo. Numbers may shift in Early Access builds—the logic stays the same: habitats first, then builder turn-ins, then vet errands, then witch story. Romance, boat, and side-route notes can wait until your lodge routine is stable.
Mount your scooter. The map is wide and the tutorial does not always tell you to ride. Use it before every lumberjack or shop trip.
Buy your first habitat at the lumberjack. Ring the bell if he is busy. Demo cost: 52 wood + 32 stone for a sheep pen—place it anywhere in your habitat zone.
Stock food at the town shop. Open the Others tab and buy farmer's mix for your first guest bowl. Shop hours run about 7:30 a.m.–8:00 p.m.—buy seeds before the door closes.
Expand with Rudgar. A ground note says new habitats are needed. Bring 50 wood + 20 stone; he unlocks alpaca and horse habitat blueprints.
Optional: seaside horse race. Rudgar points you to the beach race track—watch, bet small amounts, and treat any payout as a bonus, not steady income.
Serenya's feed quest. Pick up her ground note or visit the vet: plant green bean, radish, and hay, then craft farmer's mix at your house workbench. Seeds sell at the town shop.
Serenya's fish errand. Catch a fresh golden koi and emerald bass from the river fishing minigame and deliver them for animal-feed research.
Witch basement rescue. Lumberjack sends you to free a creature trapped at the witch's home. Finish it to recruit a habitat helper that auto-fills food and water from your storage.
What official sources say about Pebble Town
Quoted passages below come from developer and store pages. Wording may change before version 1.0—they establish what village life and quests are meant to accomplish.
"Interact with a growing cast of villagers, including the vet, lumberjack, and a mysterious witch. Unlock the main questline and complete side missions to improve the town."
"Strange events are affecting the village, and it's up to you to uncover the truth. Complete quests, meet mysterious characters, and restore harmony as the story unfolds."
"Get to know the quirky residents of the town. Build friendships with the townspeople to discover their stories."
Key NPCs: Who to Visit First
These contacts unlock resort growth in the demo. Social villagers (Edith, Toby, Olivia, and others on the developer roster) add flavor—prioritize the four roles below when daylight is tight.
Serenya · Vet
Runs animal-health errands. Demo quests: craft farmer's mix from home-grown crops, then deliver rare river fish (golden koi + emerald bass). Better feed keeps guest moods stable.
Rudgar · Builder
Expands your habitat lineup after material turn-ins (50 wood + 20 stone in the demo). Also sends you to the beach race track for a side gold loop.
Lumberjack · Habitats
Sells your first animal pen blueprints. Ring the bell if he is busy chopping. Demo first purchase: sheep habitat for 52 wood + 32 stone—place freely inside your habitat zone.
Nythera · Witch
Tied to the valley mystery. Demo lumberjack quest sends you to her home to free a trapped creature—reward is a habitat helper that auto-feeds and waters from storage.
Early Access Town Roles
Steam highlights three practical contacts alongside the wider cast: the vet for animal health, the lumberjack for wood supply, and a mysterious witch tied to the valley's unfolding mystery. Each pulls from the same daylight pool as guest care—plan town visits on your farming loop, not as a second trip across the map.
Martha
Pebble Town resident
You meet her near Kevin's home in south Pebble Town. She warms up slowly to newcomers—chat when you have spare time after chores, not before feeding rounds.
Lioren
Town shop · Pebble Town
Works the town shop counter. Talk to him when buying seeds for Serenya's farmer's mix quest—demo dialogue hints he notices small details others miss.
Fiona
Pebble Town resident
One of a dozen named townspeople on the developer site. Walk the town square between quests—friendship stories expand in later Early Access chapters.
Quest Types & Payoffs
Main storyline
StoryStrange events trouble the valley. Your role is gathering clues, meeting mysterious characters, and pushing the plot forward while the resort still needs daily care.
Side missions & errands
DailyVillager requests often need crops, crafted goods, or gathered mats from your resort loop. They are a reliable early income source and a reason to befriend the lumberjack, vet, and shopkeepers before you expand guest capacity.
Quest rewards
PayoutSteam lists earning money and gathering items through quests and events. Treat rewards as upgrade fuel—seeds, tools, rare mats, and town improvements—not just story checkpoints.
Demo Quest Log
The first six errands below are confirmed in the public demo. The final row is a player-tested Early Access quest, labeled separately because catch locations are not official drop guarantees.
| Quest | What to do | Reward |
|---|---|---|
| First habitat | Ring lumberjack bell → buy sheep pen (52 wood, 32 stone) → place in habitat zone | First paying guest loop |
| Rudgar expansion | Read ground note → deliver 50 wood + 20 stone | Alpaca & horse habitat blueprints |
| Beach horse race | Visit seaside track after Rudgar intro → watch and place a bet | Bonus gold (varies by placement) |
| Serenya: farmer's mix | Plant green bean, radish, hay → craft farmer's mix at house workbench | Better feed workflow |
| Serenya: rare fish | Fish river for golden koi + emerald bass → deliver fresh | Feed-research progress |
| Witch rescue | Lumberjack quest → enter witch home → free trapped creature | Habitat helper auto-care |
| A Curious Mixture (Early Access) | Bring 75 silver ore + 3 golden perch + 1 azure salmon + 2 ruby tails | Witch storyline progress |
Player-tested route: Rabiya Rizwan's June 22 walkthrough reports ruby tails below the stone bridge near Paw Prints, with azure salmon caught near the shop, bridge, or beach. Treat these as reported catch zones, not guaranteed drops. Read the named Into Indie Games walkthrough source.
Balance Town & Lodge
Chasing every quest marker at once often costs stars—new animal owners wait in town with a patience timer. Feed, clean, and pet guests first, then bundle shop + vet + lumberjack on one scooter run.
Multiple demo quests stack unfinished by design; Early Access will add deeper story chapters beyond what the demo reaches.
Town Tips & Shortcuts
Always scooter first
Lumberjack, vet, witch, and shop are far apart. Walking the full map on foot often means waiting customers time out.
Shop before 8 p.m.
Town shop opens around 7:30 a.m. and closes around 8:00 p.m. Buy seeds, farmer's mix, and species food while it is open—Serenya's crop quest needs shop seeds.
Use the guest notebook
Office notebook stores pickup days and times. Glance at it before long fishing or witch runs so you do not miss check-outs.
Refill at wells
Watering cans empty fast with horses and alpacas. Refill at town water spots and the well near your lodge—it's easy to miss the home well on first play.
Trees regrow
Chopped trees return over time. You are not permanently locked out of wood for Rudgar turn-ins—just budget daylight for chopping.
Sleep after 8 p.m.
You can sleep once evening hits; staying out until ~3 a.m. forces rest. Batch town errands before night so you do not lose a day mid-quest.