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My Time at Evershine News

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! 📺

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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

The Third My Time Game

When we started planning My Time at Portia back in the summer of 2015, no one on that team thought we’d be here today with the third installment a decade later. The series has grown a lot. Back then the initial team was around 10 people, and we had just one goal: to make a charming cozy simulation rpg that had a great story and many charming characters. Today, the Evershine team is approaching 80 members, and our goal remains the same, just grander and carrying the expectations of a lot more people.


As Sandrock was in its height of development, a publisher approached us about making a mobile game based in the My Time universe. We thought it was a great opportunity to expand the IP beyond our regular audience, so we agreed. And thus, Project ME was born. It stood for My Time in the Eufaula and it was about developing the northern part of the desert further after Sandrock. We had developed many concepts for this mobile game during its development, but unfortunately, the publisher had a strategic change of direction and they dropped out. At the time, Sandrock was wrapping up and we thought we could use some of the lore ideas from Project ME in the next mainline. Of course, because a mainline needs to be designed as a single playthrough, we pretty much started from scratch. That’s how My Time at Evershine came to be.


This time, the core is still an open world RPG, but the player is the Governor of a fledging settlement instead of the Builder. With great power comes great responsibility. The player can recruit and assign settlers to different roles and assignments, including followers. At the same time, you’ll be responsible for their wellbeing. Angry workers are not conducive to a good settlement. We’re still tweaking how the story and settlement mechanics balance out, but the RPG part is the priority. There is just something fundamentally romantic about setting up a colony far away from civilization. The theme of this game is that no matter where people are from or what happened in their past, everyone comes together to make a new home that belongs to them. Feel that positive energy this series is known for!


We’re currently just past pre-production, but due to our experience, we expect less sand traps along the way. There were several important design decisions that we made when we first started production. First, the main story will be about Portia length: pour all the resources to make it epic, make it tight, without a mandatory third act. Second, because of the recruitment structure, we’re able to widen the breadth of NPC stories so that depending on who you have in your settlement, you might get different sidequests (mainline NPCs and story arcs are set in stone, so everyone gets them, you can’t kick ‘em out, sorry). Third, the single player story comes with CO-OP out of the box. This one was important, we knew we screwed up for Sandrock, so it was high priority to get it right for this game. Finally, we want to tighten the overall game, more priority on the important systems. Both Portia and Sandrock suffered a bit from expansionitis, we tried to solve issues by adding more, but this caused the games to became bloated. We had way too many mechanics and min-games that not a lot of players actually needed, so we’ll seriously keep that in mind this time.


Over the next days, we’ll deep dive into some of the topics we touched upon in this article. We think this is shaping up to be a unique experience that’s worthy of the My Time name. We hope you join us for the ride!


Important Reminder
Only 7 days remain for our Kickstarter! Reaching $2.5M means we will not do an Early Access on Steam (instead just focus on making the game awesome), unlocking exclusive items for your journey, and stretch goals like the Expanded Wardrobe, Rival Romance and another additional romanceable character. Your support helps shape the game and unlock special rewards exclusive to Kickstarter. We're incredibly grateful for everything so far, and sharing the love can help us unlock even more together!!

Bulletin to All Free Cities Civil Corps

[Spoilers Within: Includes Events After Sandrock and Portia!]


From ACI

First, and this is a recent hot topic, yes Vega 5 is sinking. It’s not really news though as it’s been happening for years, but for some reason it sped up over the past year. The local Civil Corps and our own investigators did not find any reason to suspect anything other than a natural breakdown of the spaceship due to erosion. They are working on a solution though; and knowing all the brains they have gathered in that place, this should be a short term issue. We might still see some population outflows, so please be advised. Especially for you in Walnut Groove, Portia, and Highwind.



On to another topic, after what happened during the Sandrock episode a few years back, the Alliance Council created new legislation on how we screen folks coming over from Meidi. As you know, the initial execution was chaotic, mostly due to vague language on top of substantial paperwork. Well, good news lawmen! Due to an amendment to this legislation, unless the Meidian in question is a part of the Church of the Light, you no longer have to ask for proof of kindergarten education, whether they’re a vampire, or if they want to eat Panbats… thank the Light.

An update on the case of missing Apple Pies in Tallsky mentioned in the last bulletin. After a “thorough” “investigation” by "Bronco" the "Kid" (why are y’all still hiring him?!?), turns out it was… the butler… maybe? We don’t really trust Bronco’s results, but even a broken clock's right twice a day. So, yeah. Case closed. Maybe.

Finally, we can declare that we have lost track of where the Rogue Knight went. Last anyone saw him was when the Flying Pigs cornered him outside of Highwind over a year ago. After he got away, he just disappeared. Maybe he got extracted back to Duvos? Nobody knows. But continue to keep an eye out for this suspect, he’s considered armed and highly dangerous, as he is confirmed to be a knight. Continuing on this subject, a person of interested related to this case, Aadit, has also not been seen for a year now. We still don’t know for sure if this Aadit is the Rogue Knight or completely unrelated, the timing of his disappearance does call for concern. His partner back in Portia’s adamant that he is innocent. Just keep an eye out.



That’s all for this time.

Agent 05

P.S. Speaking of extractions, the prisoner exchange with Duvos did not go as planned. Two Duvos soldiers went missing during the trip up to the border. Because of this mishap, Duvos refused to give two of ours back. We are actively looking into this case. You guys should also be on the look out. We will have wanted posters soon.


8 days left to support us on Kickstarter! Learn More about Evershine on