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My Time at Evershine News

A few hours left! And Player Body Customization Concept Check!

Howdy,

We hit the $2M stretch goal a few days ago, unlocking Player Body Customization, and now we’ve got a special treat for you—a sneak peek at the first concept GIF! Whether you’re aiming for a bulkier build or a stronger chest, the choice is all yours. This is just the beginning, with more customization options on the way!

With only a few hours left, let’s make one final push to unlock another core romanceable at $2.75 million. Every bit helps, and together, we can go even higher!📈 🚀



[h2]Less than 6 hours for the Kickstarter campaign. Learn more and support us on[/h2]



Last Day for Kickstarter & Multiplayer CO-OP

[h2]Less than 24 hours for the Kickstarter campaign. Learn more and support us on[/h2]






Multiplayer is already playable in our current build of Evershine in the office. Yeah, we learned our lesson. No more single player and multiplayer being developed separately on two different clients. This time, the game is designed with story coop in mind from the ground up. All of our resources are focused on making one game. This article will explore some of the aspects of multiplayer that we're designing.

This time around, multiplayer will be player hosted. This allows us to not worry about saving server cpu and memory bandwidth when designing the game, which will give you real time interactions between multiple players and NPCs. It will also allow modded servers down the line, giving players more options. And storages for everyone, as many as you want! We will still host the lobby server to allow players to easily find games.

Multiplayer can allow a total of four followers spread among the maximum of four players. So you can have one player with three folowers and another with just one. NPCs are all unique and not instanced, so if a player marries a character, that character will be off the market for the rest. Players will be able to marry other players.

Money is shared amongst all players. Items are also shared, unless they're in the player's inventory. We will dynamically ramp up the difficulty when more players join a game, and vise versa when players leave. But since it's player hosted, the host will have the option to change the game settings, including game speed! Anyone can advance the main story (other players will get a prompt to join the scene or not).

In the end, we hope Evershine's multiplayer will become a de facto choice for players in the RPG and cozy genres, akin to Stardew Valley's. It's a difficult target, but we will do our best to reach it. We hope to gain lots of feedback from you when the Kickstarter beta builds start to go out.



Gotta Recruit Them All

Project ME was designed as a gatcha game, so getting characters was the main mechanics for that project to make money. When we started making Evershine, we debated on how much of the mechanics (without the gatcha) we wanted to keep. Do we allow the storyline and sidequests to introduce all the settlers and have less player agency, or do we spread the characters throughout the land and let the player have full control? Eventually, we said "Why not both?"


We will employ a tier system, where a small group of characters are the core romanceables. They will be introduced by the main story and have the most content, be it the main story or their own relationship arcs. Other than the core characters, there are some 20 plus named characters that are introduced by the main quest, through sidequests, and through recruitment; some are even hidden. They also have unique relationship stories but less content than the core group. Now if any of them become super popular, of course we're flexible. Finally, there will be a selection of random NPCs with random traits. They will mostly be introduced through recruiting. They might share some common relationship arc, but not any unique ones.

With this design, we hope players can have unique experiences through multiple playthroughs, as the settlement makeup will never be the same. Different character sets in different scenes will provide different dialogue, it'll be a doozy for you completionists out there.

Once you have settlers in town, you can put them to work at the jobs they're best suited for. A good fighter may not necessarily be a good farmer, so you'll have to be a good leader and choose roles wisely! If you don't, you'll know soon enough! Your people will let you know if the cook is ruining dishes, they aren't getting enough sleep, or if the entertainment isn't particularly... entertaining. We're also considering a "hard mode" where all the settlers are extra cranky and hard to appease.


Finally, the director wanted me to also touch upon the relationship building a bit more in this article. One of the things that made the My Time series standout was the play date system. This time, we want to make it even more dynamic. There will be more poses, more interactions, as well as more flirting options. We're also attempting some form of dynamic interaction between characters depending on their relationship with the player. Just imagine, if you have three followers and they're all in love with you. What kind of side comments will they have directed at each other? At you? Would they compete to take a hit for the player or get jealous at everything? Fun times ahead!



[h2]Just 48 hours left for the Kickstarter campaign. Learn more and support us on[/h2]

72 Hours Left! Devs Talk Kickstarter—On to 2.5M!

[h3]Howdy, [/h3]

We’ve been reflecting on how much your support means to us, so we sat down with the team to chat about their Kickstarter experiences. Some are shy, but everyone is excited to share how your support is shaping the game and what’s coming next. It’s a fun, behind-the-scenes look, filled with plenty of laughs and appreciation!

Watch the video below to join the conversation! 📺

[previewyoutube][/previewyoutube]

With just 72 hours left, we’ve hit the 2.25M milestone! Next up is the optional Rival Romance feature for non-core characters, and we’re nearing 2.5M, which means we’ll skip Steam Early Access. By moving straight to Alpha testing with you, we can focus on polishing the game, ensuring a smoother development schedule and a more enjoyable full launch experience for everyone! [Read more about it here]



Please help spread the word—we’re so close to making this a reality together!

Story is Still King

Even though there are some gameplay loop changes to My Time at Evershine relative to Sandrock, story is still king. We know what most of you want: a deep and moving story full of fun characters and bathing hotties... plus some surprising twists. Whether you agree or not, the emphasis is on “deep and moving story with fun characters.” We think we captured some of that lightning in a bottle with Sandrock, and we’ll attempt to do so again with Evershine.


First, let’s address the name. As many have noted, Evershine is not on the map, it’s not a City-State somewhere in the Alliance. Heck, it’s not even the name of your settlement, that’d be Settlement 2. So, what is Evershine? As the story goes, when Peach and his band of friends went around Ethea punching holes in clouds some one hundred years ago, the cuesta ridge above your settlement was the southernmost territory they went to. After they used their miracle machine to dissipate the cloud layers in the area and the sun shined through once more after a couple centuries of darkness, one of his friends planted a peach seed at the top of the cuesta in celebration. After covering the seed with soil, that person said: “I hope this tree will grow up in forever sunshine...” “Uh, that’s not possible, it still gets dark at night.” Peach replied. “Hey, shut up and let me have a moment here!” Only the first sentence was remembered. Having said that, this is not the reason the game is called Evershine, but it is the inception. The real reason is *redacted*.


One thing we did pretty well in Sandrock was to have characters with issues at the start of the game, then over the course of the narrative, have them overcome the issues. It’s a winning formula for this type of genre and we will be continuing that in Evershine. With the way the game is set up, where the player is gathering people with no better options than to come all the way to the fringes of the Alliance next door to an antagonistic empire, we have open season on the type of stories we can come up with. Some of them do get a bit dark, like what happened with *redacted*. We might be moving from pg into pg-10/13 territory, still no cursing though.


As we mentioned before, the main story length of Evershine will be about the same as Portia’s. This way, it won’t drag like it did during some parts of Sandrock. Quests like Catori World or the meeting would be sidelined as a sidequest or post game content in the new game. While Sandrock was about fixing something that was broken, this game is about creating something new with your “crew.” We want you to feel proud of your baby (the settlement) and your achievements at the end of the game, glad to have spent your time there.


Hmm, we just went through the whole article without actually introducing the plot of the game. We can’t just leave it like that, right? See, the story is about *redacted*. As the Governor, it’s your responsibility to resolve *redacted*. Along the way, you’ll meet old friends and new challenging enemies. Eventually, there will be *redacted*. Sounds epic, doesn’t it? We hope you’re looking forward to it!

Edited by Marketing