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My Time at EvershineNewsLast Day for Kickstarter & Multiplayer CO-OP
Community

Last Day for Kickstarter & Multiplayer CO-OP

My Time at Evershine · published 23 Oct 2024, 13:58 UTC

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Less than 24 hours for the Kickstarter campaign. Learn more and support us on

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.

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