The Headlands Getting Started Guide
From a neglected plot and an old tractor to a working Traktorivka farm — without burning your fuel budget.
The Headlands drops you into Traktorivka with a run-down farm, an aging tractor, limited cash, and fields that will not work themselves. TessaraOxygen’s Early Access build (Steam since 14 September 2026) already contains the full core loop: cultivate, sow, grow, harvest, sell or process, take neighbour contracts, and expand your fleet. This guide covers the first productive hours so you build momentum instead of empty tanks and half-finished fields.
If you want a visual pass of early fieldwork before you dig into systems, the mid-article showcase below shows the pace the game aims for. Then come back here for the decision checklist.
What success looks like in the first sessions
You are not racing a clock. You are proving you can keep three resources in conversation:
- Time — every pass across a field costs hours you could spend selling, contracting, or repairing readiness for rain.
- Fuel — every kilometre and every implement pass burns diesel you must buy; empty tanks stop the farm cold.
- Grain (and vegetables) — harvest is wealth only after it is stored, hauled, sold, or processed.
Market prices live their own life. Sometimes the number shifts while the crop is already in the truck bed. That is not a bug in the fantasy — it is the point. Early Access rewards players who glance at prices before they commit a long haul, and who leave a buffer of fuel for the trip home.
First-hour checklist
- Learn the yard. Find the tractor parking, fuel access, storage, and the road out toward fields and traders. Note where trucks wait when you unlock hauling jobs.
- Open Controls in Settings if the default camera or implement keys feel wrong. Rebind once; do not fight the UI for a whole harvest.
- Stabilise one nearby field before expanding. Neglected land closest to the farm saves fuel and teaches the cultivate → sow → wait → harvest loop without long empty runs.
- Buy fuel before you “just finish one more pass.” Running dry mid-field wastes more time than a short top-up trip.
- Sell a small first load to learn the elevator/trader flow, then decide whether the next harvest should stay raw or wait for production chains.
- Glance at neighbour contracts but do not accept everything. Early cash helps; early overcommitment strands your own crops. Details live in the Contracts Guide.
Which fields first?
Prioritise small, close fields you can finish with your starter tractor and basic implements. Distant land looks tempting, but Early Access fleet growth is gradual — trucks that ferry tractors help later, not on day one. A finished nearby field teaches growth timers and weather interruptions; three half-worked distant plots teach frustration.
When you do expand, chain work: cultivate and sow one field, then use waiting growth time to cultivate the next, check prices, or complete a short contract. Idle engines burn money; idle players can still plan.
Crops you will meet early
Grain and specialty crops include buckwheat, wheat, poppy, flax, and sunflower. Vegetables — potatoes, carrots, onions, beets, garlic — arrive with their own growth times, yields, and prices, and later a dedicated vegetable harvester. Each crop has its own story in the economy. Early on, favour crops whose growth and harvest tools match what you already own. Stretching for a high sticker price with the wrong machine burns fuel twice: once farming wrong, once correcting.
Read Farming Basics for the full field loop and sell-versus-hold thinking. Use the crop planner when you start juggling multiple fields.
Money: sell raw, process, or contract?
Three early income lanes:
- Raw crop sales — fastest cash once harvested; vulnerable to price dips mid-haul.
- Processed goods — mill flour and sawmill boards usually beat raw margins when you can feed the chain and haul finished stock. Unlock and route this via Production Chains.
- Neighbour contracts — story progress and cash, but they compete for the same tractor hours and diesel. Treat them as paid detours, not your whole farm plan.
A practical early rule: keep enough liquid cash for fuel + one emergency repair/implement need, sell enough harvest to refill that buffer, and only then park grain for processing or wait on a better price.
Machinery roadmap (without spoiling every purchase)
You start small and grow toward combines and a wider fleet. Homemade machines from the mechanic mentor (Sydorovych) sit beside catalogue vehicles — see homemade tier notes when you are ready. Until then:
- Prefer reliability and fuel efficiency over prestige horsepower.
- Match implement width and tractor class so you are not dragging oversized tools.
- Delay combine fantasies until your grain volume and field count justify the fuel and purchase.
Browse tractors and harvesters when cash appears. Confirm your PC or Mac can stay comfortable under system requirements.
Weather before your first big harvest
Rain is a free sprinkler: watered crops grow faster. You cannot harvest in rain, so a green forecast can strand ripe fields. Clear days are harvest currency. Fog and thunderstorms change visibility and mood; headlights and lamps matter when the sky closes in. Schedule sowing so growth benefits from rain windows, and keep harvest days flexible. Full detail: Weather Guide.
Story and village context
Traktorivka sits between Soviet-era machinery and an independent countryside on the verge of the 2000s. Helping neighbours opens the village beyond your fence. Early Access covers the first part of that story; the final game is not meant to stay limited to Traktorivka alone. For place and people, see Traktorivka and the Players Hub. Track what is shipping next on Early Access and the roadmap.
Common early mistakes
- Expanding field count before you can fuel and harvest what you already planted.
- Ignoring prices until the truck is full and committed.
- Accepting every contract while rain is about to lock your ripe grain.
- Buying a second tractor before your logistics (fuel, storage, haul routes) can feed one.
- Treating production buildings as decoration instead of scheduled jobs for trucks.
Next reads
- Controls — smoother cab and implement work
- Farming Basics — crop loop depth
- Guides Hub — full tutorial map
- Updates Hub — EA timeline and expectations
- Links — Steam, YouTube, Instagram, TikTok
Start small. Give the land time. Keep diesel in the tank and a plan for the sky. Everything else in The Headlands grows from those habits.
Frequently Asked Questions
Quick answers for Early Access farmers in Traktorivka.
Is The Headlands still a demo?
The demo helped shape the game, but The Headlands is now in Steam Early Access (from 14 September 2026). EA already includes the core farm loop, contracts, and key systems, with roughly twelve months of planned expansion.
Should I buy a second tractor immediately?
Usually no. Stabilise fuel, one or two close fields, and a reliable sell/process route first. A second machine helps only when your logistics can keep both working.
What should I do when prices drop mid-haul?
Check prices before long trips when you can. If a dip hits while loaded, decide whether storage/processing beats selling at a loss — see Production Chains and Farming Basics.
Is multiplayer available?
No. The Headlands is single-player only. Invite friends to compare farms offline, not in a shared session.
Will the price change after 1.0?
The developer plans a slight price rise after Early Access. Buying during EA includes future updates.