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My Time at Evershine News

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

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.