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How We Write

[h2]【Spoiler Within: Key Events Involved in Sandrock】[/h2]
Meet Wiriters
A huge shoutout to our writing team, who have brought so much life and color to the My Time world.


Let’s dive into how we bring these stories to life for you! Below is only slightly exaggerated.

Scene
Summer 2022, Pathea Games Office, Meeting Room 2

Peck: I’m telling you, he needs to die!

Feng: It is tricky, isn't it?

Peck: I don't see the problem. He gets to see the desert turn green again. He can rest easy. It's the best death anyone could ask for given what's happened to him already.

Fei: I agree.

Venti: What if... saving the 'Mama Tree' enables Zeke and the green team to make some kind of super serum that saves him?

Lando: I guess that's possible. Pretty "lucky" coincidence that the tree just so happens to do exactly the thing you want it to do for the sake of the plot, though.

Venti: ...And then, after giving him a longer life, no, eternal life, he begins to develop super powers!

Bamna: You lost me there...

Venti: …And then he starts flying! And then he can fly up into outer space and fight aliens and save the world!

Fei: …

Bamna: …

Feng: …

Peck: …I'm good with that. Alright. Yeah, I vote for Venti's idea. After he dies.

Yang: …

Lando: I mean… I-nevermind.

Feng: You know what, it's the same, really. What? He's waited his whole life to see this thing, then he sees it, and dies? Or maybe he dies one year after the fact off screen? Who cares. Doesn't matter. Why are we discussing this?

Feng: More importantly, Fei, you read my document outlining the ten thousand situations in which Logan might take his shirt off but never responded!

Fei: Sure, I’ll get to it after I edit Cooper’s milk machine quest… it’s taking forever. But back to the point, I think Mort dying could be a good symbol for leaving the old behind and welcoming new life.



Yang: I think we're telling a story about humanity. About truth. About reality. Our game is a life-sim. A life simulation. And if we simulate life, our job is to do so truthfully, is it not?

Yang: Life is hardly full of happy endings. In fact, it's far more often that our endings are tragic.

Yang: Do people die as heroes? Sure, sometimes. And they make history for it. But for the rest of us, death will strike without warning. Or it will be slow. And boring. And without meaning. Because that's what death is.

Yang: A slow, excruciating death in the middle of Act 3! Everyone in town must watch him age into fragility and expire because that's what happens in life. And his last thoughts will be of his lost love and uncertainty; never knowing what became of his beloved Sandrock. Anything less would be a disgrace. A fairy tale. False hope. And we would be charlatans for telling such a lie.

Bamna: Oh wow, look at the time. You know what, a bittersweet ending for Mort will make the ending of a green Sandrock a lot more meaningful. Right? Let’s try it and see.

Bamna: Ok, please have it for me by next week. End meeting.

--End Scene--
The Death of Mort

Share the Joy

Occurs after the Portia Tunnel is open.

Golden Circle: Zeke and Mort near the stage.

Player walks past, Zeke is walking with Mort, holding his arm. Mort trips slightly and falls to the ground, the player runs over and grabs his other arm.

Zeke: Thanks, #PlayerName.

Mort (trying to be cheery, but a little shaken): Ah... hehe, oww...

Zeke: Pa, you're shaking.

Mort: Nothing these old bones can't handle...

Zeke: Pa... Let me take you home.

Zeke: Sigh... #PlayerName, I need to take him home. Would you mind picking up his dinner from the Blue Moon? I know you're busy, but I think Pa needs to have a rest.

Player:

A No problem. Are you sure you're okay, Mort?

B Sorry, I'm a little busy right now...

If A

Zeke: Thanks, Owen's got it prepared already. Pa wanted to pick it up himself today, but...

Mort: Oh, don't bother the young'un. I'll go and pick it up myself...

Zeke: Pa, forget it. Come on, let's get you home.

Zeke and Mort leave

If B

Zeke: Sigh... you're right, I shouldn't burden you. I'll come back and get it later.

Mort: Oh, don't worry, Zeke. I'll go and pick it up myself...

Zeke: Pa, forget it. You're shaking, come on, let's get you home.

Zeke and Mort leave

Go into Blue Moon and speak to Owen.

Owen: Mort had a fall? Well, I'm glad you were there to help out. Zeke's been telling me he's been feeling a little worse for wear lately, but if anyone can bounce back, it's Mort.

Owen: Here, I've added a little something extra for him. Send my regards. Tell Zeke I'll have another for him same time tomorrow.

[Task updated - bring Mort dinner]

Arrives at Morts house anytime after. Mort is in bed with Zeke and Fang looking over him.

Mort: #PlayerName? Thank you for bringing my food. You're so kind.

Player:

A Tell him something happy.

B Tell him he needs to rest.

If A

Mort: Ah, yes, I have heard. Congratulations. Sandrock has finally secured its future, I suppose. And it's all thanks to young people like you.

If B

Mort: Don't worry, I'm old, resting is pretty much all I can do nowadays.

Continue

Mort: Now now, young Fang, don't give me that look. You all have done enough for me today, you should go home.

Zeke: Do you need anything else, Pa?

Mort: Well, I did want to take a look at the new Portia road...

Player:

A Why don't I take you tomorrow!

B Zeke can take you tomorrow!

If A

Mort: But I don't want to take up your time...

Zeke: Pa, #PlayName must be very proud to show it to you, they had a significant hand in bringing this to fruit.

Mort: Oh, then okay...

If B

Zeke: Sure Pa, I can take ya.

Continue

Fang: He needs rest...

Zeke: Right, bye Pa.

Goodnight, Sandrock

The weather must by sunny.

After the player wakes up and goes out, the mission is triggered. Zeke will be outside with Mort and will approach the player.

Zeke: Hello, #Playername.

Zeke: I brought my Pa, he's in good spirits today.

Mort: It’s such a beautiful day. Do you have a little time to take a walk with me?

Player: (Your choice will affect the story, so please choose carefully.)

Player:

A Sure! Let’s go for a walk!

B Sorry, I can’t right now.

If A

Mort: Haha, let’s go!

If B

Mort: I understand. You work so hard for Sandrock. Zeke and I will go take a look at the new road.

There are a couple of triggers on the way where Mort will rest a bit. Then they will stand at this spot to look at the road:

Mort: Hah hah. Let's rest for a bit.

Mort: Time sure does fly. In the blink of an eye, everyone my age is buried in the sand. In the next blink of an eye, small saplings can grow in that same sand. In another blink, what will Sandrock look like?

Mort: I hope it's lush with greenery.

Mort: That was the Sandrock Martle loved...

Trigger 2

Mort: Hah, I need to stop for a bit again. Sorry.

Mort: You know, Martle and I used to take Zeke around these parts when he was little. There wasn't much too do entertainment wise, so we made due with family excursions into the wild.

Zeke: Haha, I remember these. We'd dangle our feet by the cliff side, throwing stones down there and listening for the echoes. I almost fell off once, scared Ma half to death.

Mort: We also did our first strawgrid trials out there... they didn't last very long in the sandstorms...

At cliffside looking at the crossing and the road

Mort: Would you look at that sight...

Mort: Look at that...

Zeke: Pretty awesome...

Mort: #PlayerName, thank you for letting me see this. To feel hopeful again.

Mort: You know, I've always been thinking, if Martle hadn't decided to stay on that day 70 some years ago... there'd be no Sandrock. No thread of history that united us all here...

Mort: And that just goes to show how important individual actions are... humhmmm... and today, you're continuing her legacy...

Player:

A And your legacy as well, Mort.

B We all did our part for Sandrock!

If A

Zeke: That's right Pa, you and Ma really pioneered that Sandrock spirit. I think Sandrock will just keep on gettin' better from here on out.

Mort: I am so glad...

If B

Zeke: That's true, the people here don't quit! I think Sandrock will just keep on gettin' better from here on out.

Mort: I am so glad...

Continue

Mort lifts his hand and presses it against his forehead to show fatigue.

Mort: I think I've had my fill, son.

Zeke: Okay, Pa. Let’s go home.

Mort: Thank you for today, #PlayerName. It's a good memory.

Zeke and Mort walk away slowly.

We Leave with a Smile
When the player wakes up the next morning, they receive a letter.

Dear Sandrocker,

Today I must share some sudden news that brings great sadness to my heart. Our dear Mort has passed away in his sleep last night. As one of the founders of Sandrock, he witnessed and participated in its entire development from its beginning to the present. He was loved by every member of our town.

You are solemnly invited to attend his memorial service at the Graveyard at 10:00 this morning.

Trudy

Town Hall

The player goes to the graveyard on time to trigger the scene, it will be raining. Trudy is standing at the front, with Zeke next to her. Fang and X, Hugo, Heidi, Mian, Burgess, Owen, and the player stands a little closer, and the rest of the NPCs present are a little farther behind.

The rest of the NPCs present are: Logan, Amira, Arvio, Cooper, Mabel, Elsie, Ernest, Catori, Wei, Danbi, Ryan, Rocky, Grace, and Jasmine.

(If the Martle Relic quest is complete, the picture will be placed in front of the grave.)

Trudy: Thanks for coming, everyone. We are here today to mourn the passing of a respected and kind man.

Trudy: He was a founder and pioneer of Sandrock, and his life is closely tied to the town. He witnessed its birth, prosperity, deterioration, and return to prosperity. Since the beginning of Sandrock, he never gave up on it for a single moment.

Trudy: Even the road we just completed was in part thanks to him. He stepped forward and convinced Musa when the rest of us faltered.

Trudy: The others who founded Sandrock with him are long gone. Today, we follow his last wish. We mourn him and see him off without any pomp and circumstance, even though he deserves it more than any of us.

Trudy: He's survived by his son, Zeke, who will now say a word.

Zeke: Thank you Trudy. I'm no good with words, so everyone please bear with me.

Cooper: I'll bear with you all day if I have to, sniff!

Zeke: Thank you Cooper. When the relic rush ended, Sandrock begun to deteriorate. My parents worked hard to restore its prosperity all their lives. My Ma disappeared in a sandstorm while planting seeds. This became my Pa’s deepest regret.

Zeke: But just before he left us, he told me not to have any regrets or be sad. The future of Sandrock is ours. When they chose to stay and save the desolate town, they didn’t mind not seeing it become prosperous right away.

Zeke: They knew that after a while, even if it took several generations, with hard work we would see that prosperity return. They might not be able to see it, but someone will let them know.

Zeke: Life is a cycle. Nature gives and nature takes. My Pa is now a part of the desert. I'm sure he and Ma will be watching over us from now on.

Zeke: Although we will all miss him, he hoped we won’t be sad about his departure, and that we can say goodbye to him with a smile and laughter in our hearts.

Everyone: …

Jasmine: But…I don’t feel like smiling at all…

X: Laugh! Haha! Smile!

X: Cry, too. Boohoo. Want to cry!

Fang: Mort… didn’t want us to be sad.

Fang: … Like my mother… before she left. She asked me to think… about happier days.

Heidi: But how can we not be sad? We’ll never see him again…never hear his voice… sniff…

Player:

A I’m sad and want to cry, too

B I’ll try. It’s his last wish.

If A or B

Hugo: Mort really loved Sandrock and everyone in it. I'm going to miss him.

Mian: So long, sir… I'll miss your sage advice...

Amirah: Mort…

Burgess: I-I'll make sure the oasis is always pristine and surrounded by trees, don't you worry!

Owen: Goodbye old timer, I'll pour you one from time to time...

Logan (with hat in hand): I'm sorry I wasn't around more at the end...

Vivi: Oh dear Mort, you can rest now... sniff... you've done us proud...

Trudy: Mort, don’t you worry. I’ll be a good mayor for this town, and I’ll lead everyone in bringing back Sandrock’s former glory. It will once again be the Jewel of the Eufaula!

Zeke: The rain is coming down heavier and heavier. Pa wouldn’t want everyone making such a fuss over him. After everyone says their goodbyes, you can head back. I’ll follow his wishes and keep everything simple.

Zeke: The epitaph will say…

Zeke: He stuck with the desert in life, and sleeps in the oasis in death.

Zeke: We always do.

All the NPCs turn to bow at Mort’s body, then leave.

Trudy: Goodbye. We’ll keep at it for you.

Fang: Mort… goodbye.

X: Goodbye… goodbye…

Hugo: Be at peace...

Vivi: You're finally with Martle now, get some rest...

Heidi: Goodbye, Mort.

Jasmine: … Sniff…

Mi-an: Mort, I’ll work hard planting trees!

Owen: Goodbye, Mort. And thank you.

Burgess: Goodbye, Mort.

Logan: Goodbye, Mort.

Amirah: Goodbye. We’ll bring Sandrock into prosperity.

Arvio: Mort, the future of Sandrock is in our hands!

Cooper: Goodbye. We’ll take care of Sandrock.

Mabel: Get some rest, and don’t worry anymore.

Elsie: Goodbye, Grandpa Mort.

Ernest: Farewell. The future Sandrock will not disappoint you.

Catori: Goodbye, Mort.

Wei: Goodbye, Mort.

Unsuur: I'm sorry for the loss...

Dan-bi: Goodbye. I promise we’ll bring back the trees!

Rian: Goodbye, Mort.

Rocky: Oh I'm not good at this....

Grace: Goodbye, Mort. The world will not forget you.

Justice: I will continue to protect Sandrock. You have my word.

The player can also approach Mort’s grave, and a dialogue box will trigger when they approach.

Player: (I want to say something, too.)

A Goodbye, Mort.

B I’ll keep watch for you.

If A or B

#Playername,

Yesterday, we held a memorial service for our beloved Mort at the Sandrock Cemetary. I know many folks are grieving. Today, I’m sending out this special letter to let you know we’ve followed Mort’s wishes to keep everything simple. We will never forget him. May him rest in peace.

My heartfelt condolences,

Trudy

City Hall

NPC reactions during the rainy day of Mort’s funeral.

Owen: I feel like even the Light is saying goodbye to Mort today. Either that, or it’s Mort’s last gift to Sandrock.

Grace: I haven't had such a heavy heart in a long time. From a historical perspective, Mort’s departure is the end of an era.

Cooper: Man, I'm feelin' so sad today.

Mabel: Mort's always been a constant in our town, it feels so strange that he's not gonna be there anymore...

Elsie: Mort…he was like a spiritual pillar in our town. I never expected to lose him...

Trudy: After we lost Mort, I suddenly felt the burden on my shoulders was even heavier. Sandrock still has a long way to go.

Qi: I didn’t speak to Mort much when he was alive, but he was undeniably a well-respected person in the community.

Justice: Now that Mort is gone, there aren't many left from the previous generations.

Heidi: Mort always loved the kids in our town. When I was young, he always remembered what I liked best to eat. Every time I saw him, he would bring it out like a magic trick...

Hugo: It’s raining so hard, it's like the sky is crying...

Logan: Mort’s family used to take good care of my Pa and me…but unfortunately, they’re all gone now…

Andy: I didn't know old man Mort, but everyone in town spoke so highly of him.

Arvio: Rain is supposed to be a carnival in the desert, but no one is having fun today.

Amira: Mort is probably hoping this rain can bring new life and hope to Sandrock.

Fang: This rain… was sent by Mort, who is protecting Sandrock, even now.

Mian: When I think about Mort, I can’t help being sad.

Burgess: I was thinking about taking a few salted fish to Mort in a couple of days. I didn’t expect…

Pablo: I… I always felt that Mort was living in his house, waiting for Martle to come home to him. At least they're together now...

Jensen: Mort saw the railway being built. I heard he even ran the Sandrock Station for a while.

Catori: I didn’t know Mort that well, but it’s always sad when people around us leave this world.

Unsuur: I never thought Sandrock would have such a sad rain.

Venti: Boss was really sad today, he must've know Morth for a long time.

Vivi: I just know that Martle and Mort are now together laughing in some forest somewhere. They deserve a rest...

Jasmine: My Ma said this rain is Mort saying goodbye to us. I know she said it to make me feel better, but he’s really gone from this world, now, isn't he?

Rocky: I know Mort doesn’t want everyone to be sad, but man... I'm feelin' so emotional!

Krystal: I heard about his relationship with Martle early on. They said he always believed Martle was alive and coming back…It’s a pity that lovers can’t go home together.

Zeke: I knew this day was comin', but it's still such a shock.

Danbi: I talked to Mort many times. He was a very kind man.

Ri-an: Human life… how short and fragile…

Ernest: Since this is a small and tight-knit community, when someone dies, everybody feels it...

Wei: After this, whenever it rains in Sandrock, everyone will be reminded of today.

Scene
Next week, Summer 2022, Pathea Games Office, Meeting Room 2

Bamna: Nevermind, I changed my mind. I think it’d be better if we let Mort live. Why do we need a sad ending? Let’s just go for a happy ending, this is fiction after all. After everything the player’s done for Sandrock, they deserve it…!

Peck: O.O

Fei: Uh…

Venti: So... about super powers...

And that is how we ended up with the current version of the story.

--The Happy End--
We hope you enjoyed this little peek behind the scenes of our writing process! There are only 4 days left in our Kickstarter campaign, so let’s share the love and help Evershine unlock even more exciting stretch goals!

Let's build a new home together!

New Art Direction

When we started Project Me, it was still in the Sandrock proportions. As we started Evershine, the director asked the artists to stretch Avery to a normal height and ratio and add some more details just to see what it's like. The result went something like this: "Wow wow wow! That looks great! GREAT! Let's try it for all the other characters!" The director shouted exitedly. "That would mean we have to do all the environmental assets at a higher quality as well, that's a lot of extra cost!" The CEO reminded her. "It. Will. Be. Worth. It." was the reply. *Of course, we also did surveys and other research for this decision.


We've been chatting with the concept art team about how to tweak the proportions. Initially, we just shifted to a 5-head-body ratio, making it a bit taller. But we still felt it wasn't quite there yet. Then Qin, who's always been our character designer for the previous two games, tried his hand at it. And we were like, yes, this is it! This is the final character design you guys see now. The core members of our concept art team have basically been with us since 'Portia' and 'Sandrock', coming up on over ten years. Our art team became more and more experienced after each game. We're really stoked that the whole team was able to handle this change.


But we ran into another unexpected challenge. Our character modeling department was tackling this realistic proportion thing for the first time, with a higher demand for precision. It seriously took us like 2-3 months of searching and adjusting our direction multiple times. Eventually, we even got our lead terrain editor from 'Planet Explorers' to give character modeling a shot because she had experience with more realistic characters before. After another half-month of trying stuff out, she totally delivered and created the model for Freya that finally made us feel like the style of the character model was just right and we were satisfied. Of course, we lost a lead terrain editor in the process, haha. Then, the model for Avery also turned out really well, and the whole character team gradually got used to the new art style and production process.


So here we are. New body proportions as well as a more realistic style. We think the overall quality upgrade will give core fans something fresh, at the same time it will be able to attract more new players. There have been feedback from some players that worry we will have less fun designs and diversity, and become more generic in general. That was also one of our main worries as well, especially in the early going. Worry not though, after our artists got use to the new style and started pushing the envolope, we're currently satisfied with our direction. We have been able to design fun and diverse characters in the new style. And we'll continue to tweak characters as well to make them more unique. The last thing we want is to be called generic, our pride is on the line.


With higher quality characters, we also require higher quality animation. Stuff that we used to get away with when the body proportions were still cartoony, we won't be able to get away with today. Take for example facial animation and mouth movement. Many players have commented that our character faces in our current screenshots and trailer look stiff. That's a great observation. It's because our new system of motion captured animation aren't in game yet. We're still using some legacy Sandrock stuff. Our aim is to achieve animation quality close to Kingdom Hearts or Xenoblade in the end.

Finally, what does this mean for player customization? Well, we're hopefull we can reach a certain stretch goal so that we can add in player height and body shape. Because we have so many character interactions, this isn't something that can be easily done. On top of that, we will have multiple facial and hair choices, including proper beards, that's a promise. We know that character customization was a very welcomed feature in both Portia and Sandrock, we'll continue that tradtion here.





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Building the Settlement

In previous announcements, many players have already discussed that in Evershine, players will no longer be the Builders, but instead act as Governors of a settlement, fully controlling the fate of their town, a defining feature of our new game. Let's look into the plans for our new building systems more closely, shall we?

In Sandrock or Portia, a Builder only needs to manage their own workshop, while the buildings in the town are placed in fixed positions from the start and basically remain unchanged. Through specific tasks, players might change the appearance of some buildings, but they likely won't have a significant long-term impact on these structures.

However, in Evershine, as the Governor of the settlement, players will decide the placement of buildings. Want the smelting factory next to the mine helping residents to reach their work locations more quickly? No problem. Want a resident's house right next to yours? No problem. As long as there's a path and it's within our set range, you can place and arrange buildings as you wish. This is your settlement, and you have the final say in everything that's built.



At the same time, popular building features will continue to be developed as we work on this game. First and foremost is the player's residence, where you can arrange and build your yard as you like, just as before. This time, though, every wall, every door, and even the style of the roof borders can be customized (if you want, there are always prefabs for everything).

Moreover, we are also considering developing custom construction for other buildings after completing a certain amount of the main story. We have seen many players worry that an overly free construction system might affect the triggering of the plot. After all, if the interior decoration of a restaurant can be changed at will, it would be difficult for us to arrange for residents to come and have interesting and reasonable interactive conversations.

Imagine them talking about food, but suddenly it starts to rain, and, coincidentally, the player never felt like installing a ceiling for the restaurant, or didn't even place tables and chairs... Therefore, taking everything into consideration, our construction system will definitely be developed with the plot in mind, so there's no need to worry about that.

Another thing we have been studying very hard is how to get the UX for this system just right. After all, we know that our building system in Sandrock was too complicated (as it was a completely new control interface from regular controls, our fault). After looking at a lot of different games, we think we have something that will be easy to learn from everyone, but we'll know more as we hit the Kickstarter beta tests.

In summary, as the Governor of the settlement, players will have absolute control over the arrangement of buildings within the settlement. With all the freedom we offer, we also look forward to seeing players share their unique settlements and all your awesome ideas on various social platforms after the game is released. We might even be able to add a function to share and download your designs. Sky's the limit!





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Stalemate with Duvos at Orzu, Third Princess to meet Foreign Secretary of Duvos

Dispatch from Ethean Capital Grace

Reported by DuMont

It’s been two years since tensions at the Orzu Ruins exploded into open conflict between The Empire of Duvos and the Principality of Ethea. What all thought would be a long-term peace treaty signed between the two states three years ago lasted only a year. Although both states have been trying to keep the conflict local, it is having implications for our world at large. The Kingdom of Seesai have declared that any attack on Ethea beyond the Orzu region would draw it into the war. The Alliance of Free Cities, meanwhile, have been trying to stay neutral during this conflict, even after the events of Sandrock and Portia, much to the chagrin of most of its citizens. It has, however put pressure on both parties to lower the temperature. The result of this diplomacy is a potential meeting in the coming weeks between the Third Princess Corliss of Ethea and the Foreign Secretary Torkin of Duvos to discuss a ceasefire.

Preparations have started in the Ethean capital. Many citizens on the streets are apprehensive about expecting too much from this meeting. Buck, a banker, said: “We all want peace you know; I don’t get why Duvos want to drag this out.” Rico, who works in the medical industry, added: “They’ve been talking about peace forever, nothing ever comes of it. In the end, politicians do the talking; we normal people do the dying.”

In the opinion of this reporter, this ceasefire is a delay tactic employed by Duvos for their next big move. Although Duvos now have de facto control over most of the Orzu Ruins, the Ethean military, backed by Seesai’s promise to defend Ethea proper, have continued their attacks on the Duvos army, putting them on the defensive. This low intensity has become a drain for Duvos, as their relic supplies are unable to maintain the replacement rate, leading to a potential long-term advantage for Ethea. However, as everyone knows, the Duvos Empire does not like to lose.

The Alliance Council refused to comment for this story. I will be the first to report on the results from the meeting. Stay tuned!




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1400% Funded! Thank You from the My Time series Team!

THANK YOU from the bottom of our hearts! Not only have we fully funded My Time at Evershine, but we’ve also unlocked so many stretch goals and ended at 1400% funded. Even more exciting, your support has allowed us to skip Early Access on Steam and focus on the full launch! We're also so grateful to have plenty of Alpha testers on board to help us make the game even better.



This is beyond anything we could have imagined, and we’re so thankful to every single one of you for making this dream a reality. Your support, whether spreading the word, answering questions, or sharing feedback, has made this campaign a huge success. We’re beyond excited to be on this adventure with you and can’t wait to bring Evershine to life together!



As the campaign has ended, we’ve shared an 'Important Reminder [Link]' with details about the next steps and future reward claiming preparations. Please take a moment to review it carefully for important information.

This journey has brought us closer than ever! We’ll keep you updated on Kickstarter, Steam, Discord, Reddit, and social media with all the important news about rewards and game progress. Over the next few days, we’ll be getting the Kickstarter Reward Survey ready, aiming to send it out on Nov. 8, so stay tuned to make sure everything’s in order for your rewards. And just a quick reminder: please keep your Kickstarter account and email secure, as it’s vital to receiving your rewards!

Last but not least, here’s the First Impressions Survey[link]. Please take a moment to share your preferences with us, and it will help us better understand where the next steps in development should go.

Thank you once again for your incredible support. We’re putting everything we have into making Evershine the best it can be, and we can’t wait to share the next steps of this journey with you!

See you soon in Evershine Alpha!
With love,
The My Time series Team