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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.



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]