Neverway Complete Walkthrough: Prologue Guide to Every Quest & Boss
This is everything I've figured out about the Neverway prologue after more hours than I want to admit. Coldblood Inc. and Outersloth drop the full game October 2026 on PC and Nintendo Switch. The free Steam prologue covers roughly your first in-game week. This walkthrough will get you through all of it -- every quest, every boss, every secret I've found.
The prologue ends at a specific story beat. You'll know it when you hit it. Until then, here's the optimal path.
Day One: Arrival
Fiona wakes up in a run-down farmhouse on a remote island. She quit her office job. She's running from something. The farm is supposed to be a fresh start. It won't be, but she doesn't know that yet.
First things to do inside the farmhouse: check the chest near the bed. You get a watering can, a hoe, and a rusty sword. The journal on the nightstand is your save point and quest log. Read the initial entry for story context.
Outside: notice the pixel art immediately. Pedro Medeiros (Celeste's artist) uses a monochrome palette with occasional color accents. It's gorgeous. Walk the farm perimeter. Identify the soil patches. The south-side soil, closer to the water, is higher quality. Plant your starter seeds there. Water them. Check the mailbox for the mayor's letter. Accept the quest.
Now head to town. Follow the dirt path east. You'll pass a small shrine on the way. Interact with it -- just once, for now. The shrine will be important later. For now, it establishes a connection.
In town, talk to every NPC. I'll list the critical ones: the general store owner (buy the pickaxe -- sell starter crops if you need money, it's worth it), the fisherman at the dock (he teaches the fishing minigame), the old woman near the well (talk to her TWICE -- the second conversation gives you the damage-reduction charm), and the stray cat near the docks (give it a raw fish -- you can catch one at the dock immediately after the fisherman's tutorial).
Return to the farm before sunset. The time phase system means you control when night begins, but you don't want to be caught in town when darkness falls. Craft whatever you can from gathered herbs. Save at the journal. Night one begins.
Night One: First Contact
This is the tutorial night fight. Stay near your farm's lantern post. Let the shade crawlers come to you. Learn their chittering sound cue -- that's the attack tell. Dodge sideways. Counter with two quick attacks. Don't use three swings; the recovery leaves you open. The fight is meant to teach you the basics without killing you. You should survive easily.
After the fight: sleep (interact with the bed). Day two begins.
Day Two: Exploration
Morning farm routine: water crops, check mailbox (usually nothing new on day two, but check anyway). Visit the general store if you didn't buy the pickaxe yesterday. Do it now.
Afternoon: head to the collapsed mine south of the docks. The mine entrance is blocked by a nightmare barrier -- you can't enter yet -- but the loose ore nodes around the entrance are harvestable. Mine all three visible iron ore nodes. Now look for the leftmost node, partially hidden behind a dead tree. Hit it three times with the pickaxe. The terrain collapses, revealing a hidden cave. Inside: a chest with the darkness ring, and a miner's journal. Read the journal. Equip the ring.
Also explore the forest north of your farm during afternoon. Gather wood scraps (need them for lantern maintenance and crafting) and any herbs you find. The nightbloom herb (small white glowing flower) makes healing salves.
Visit the fisherman at the dock. Give him a fish (raw, not cooked). This starts his bond progression. Ask him about the island. His dialogue contains gift hints and story context.
Return to farm, craft healing items, save. Night two: similar to night one, maybe an extra crawler. You have the darkness ring and old woman's charm now. Nights should be manageable.
Day Three: Town Development
Morning: farm routine. Your first crops should be ready for harvest. Sell most of them at the general store. Keep some for cooking. Use the money to buy bait (for fishing deep water spots) and basic cooking ingredients.
Afternoon: the blacksmith appears in town (triggered by accepting the mayor's quest on day one). Talk to them with three iron ore in your inventory. Upgrade your rusty sword. The damage difference is immediately noticeable.
Visit the old woman again. She'll have new dialogue referencing the nightmare incursion. Continue building the fisherman's bond -- give another gift, talk to him.
Check the well at night. It should speak now, giving you a hint about the shrine.
Night three: first wraith stalker may appear. Their tell is a visual distortion -- heat haze rippling around them. They have a sweeping arm attack and a grab. Keep health above 50% to avoid the grab pattern. Dodge toward them during the sweep (the hitbox has a gap close to the body). Punish with three quick hits.
Day Four: The Drowned Priest
Morning: farm, check quest progression.
Afternoon: visit the shrine on the path between farm and town. With the well's hint from night three, the shrine should now have a new interaction. It teaches you something about the dead god's debt mechanic.
This afternoon is also when the fisherman's bond quest advances far enough to unlock the Drowned Priest encounter. Talk to him. He'll mention strange activity at the old dock at night. This is your cue.
Before nightfall: make sure you have the upgraded sword, both damage-reduction accessories (charm + ring), and as many healing salves as you can craft. Cook a stamina regen meal (fish + herb) if you've figured out the cooking system. Save.
Night four: go to the old dock. The Drowned Priest rises from the water. Phase one: he summons shade crawlers while firing slow-tracking water projectiles. Kill crawlers, dodge projectiles late (they track slightly), wait for the phase transition at roughly half health. Phase two: he closes to melee with a three-hit combo. Sweep, slam, thrust. Sidestep the sweep. Sidestep the slam. Dodge forward through the thrust. The recovery after the thrust is your damage window -- four to five hits, then back off. Repeat until he falls. The charm he drops extends lantern light radius. Equip it immediately.
Days Five Through Seven: The Routine
These are the final days of the prologue. The content here is about optimization and preparation.
Day five has rain (scripted, I believe). All fishing spots refresh. Use your bait on deep water spots marked by rippling water. The shadow carp (200 gold) and golden koi (luck-buff cooking ingredient) are the prizes.
Continue bond progression with the fisherman, the cat, and any other NPCs you want to invest in. Maxing the cat (about five days of daily fish gifts) gives you the luck collar and the hidden enemy detection ability.
If you've progressed the fisherman's bond far enough and visited the lighthouse at night, the basement opens for one night. The flare recipe inside (creates temporary safe zones in nightmare realm areas) is a key item. Craft one if you can afford the materials.
By now you should have: upgraded sword (second tier, needing nightmare essence from husks), darkness ring, old woman's charm, Drowned Priest's charm, pickaxe, upgraded fishing rod, and ideally the cat at bond level 3+. You're as prepared as the prologue allows.
The Prologue's End
The prologue concludes at a story beat triggered by your overall progression -- bond levels, main quest steps, and presumably the debt mechanic. For me it triggered on day seven, after defeating the Drowned Priest and hitting bond level 3 with the fisherman. I won't spoil the scene, but it sets up the full game's central conflict clearly.
What Carries Over
Coldblood Inc. hasn't confirmed whether prologue save data transfers to the full game in October 2026. My guess: unlikely, but possible. The prologue is a separate Steam app. But having played it extensively, you'll have systems knowledge that new players won't. The time phase rhythm, the combat tell patterns, the hidden mechanic interactions -- these take hours to internalize. You're getting that head start for free.
The full game, based on trailers and developer statements, expands significantly: more island areas, the nightmare realm as a full parallel world, all 10+ NPCs with complete bond arcs, the unresolved dead god narrative, and presumably a proper ending. The prologue is the tutorial chapter. A very good tutorial chapter.
Play it. Take notes. Be ready for October.