G'day Rat Racers!
Today marks the launch of the Online mode!
While very functional, some issues still remain that will be hotfixed with the coming updates, mainly issues with certain items not properly working at high latencies. Generally the game should work fine if every player lives relatively close to each other.
In addition, while the game has a workaround for players behind a Strict NAT, it's highly recommended to have an Internet connection with a NAT type that allows P2P video games to work correctly as otherwise your internet traffic will have to go through America where the public Matchmaking server is hosted.
Speaking of which, about the matchmaking... It's entirely random. No SBMM here! Simply queue up and have fun! It is also possible to setup a private lobby that can be joined by other players using a lobby code.
All races will have a 30-second DNF timeout before racers that haven't yet crossed the finish line will be stopped dead. All online races automatically end 7 seconds after race termination.
With this update, the Rattus Velocitas Matchmaking Server should also now be available in the Tools section of Steam.
For hosting your own, there are two methods:
Self-hosting on your existing PC.
This option is simple; install the Matchmaking server, then launch it before launching the game. Currently it's very barebones UI-wise; a future update will address this. The player count limit is currently 4098; This restriction currently doesn't apply to the public matchmaking server and will be removed entirely in a future update to the Tools version.
Hosting on an external Server.This one's going to require opting into the dedicated_server beta and, depending on your Server's architecture, installing via SteamCMD. If you've installed dedicated servers for other games on Steam before, the command to install the Matchmaking Server is very similar.
You'll also need to open Port 19777 on your Router if you want to make the server reachable to people outside of your LAN. On a VPS, you'll also likely need to add a firewall rule to allow traffic via Port 19777 to reach your server. For more details, please consult the game's manual, present in the data folder of the game.
As always, here are the patch notes. :D
Online mode has been officially released! For the first time you can now race other players across the internet without having them in the same room!
It is now possible to have CPU racer difficulty adjust to your performance ratio! If this is what you desire then head to the Player Profile and switch on the new "Performance based CPU difficulty" setting!
Thrown Bombs' initial velocity now take your current top speed into account. NOTE: Replays recorded with the previous patch will still play back correctly as they have a workaround applied to use the old Bomb throwing codepath.
The game finally has menu sounds! These are a work in progress and may be adjusted in a future patch.
Replaced the old item capsule model with the Cheese Rocket. Item capsules are now to be known as Cheese Rockets! This change will not affect replays as the underlying hitboxes are otherwise identical. Cheese Rocket payloads that haven't been dropped on the track by an opponent now spin slowly in place.
Reworked controller rumble:
Boosts now briefly vibrate the controller, with the vibration being stronger and slightly longer the more boosts are stacked.
Throwing Bombs and Missiles will briefly vibrate the controller.
Eating Cheese now has it's own haptic effects. Cheese Boost rumble is unaffected and identical to the previous patch.
All other haptic effects are identical to the previous patch.
Changed how "FINISH!" is displayed at the end of a race:
Now "FINISH!" is displayed in the player's viewport that finished the race in splitscreen, with the global "FINISH!" notification now displaying "RACE FINISHED" when all players cross the finish line. (Excluding CPUs)
Replays now display "FINISH!" in a player's POV when they cross the finish line, with "REPLAY FINISHED" replacing the old "FINISH!" notification when the replay playback ends.
Optimised CPU performance of draughting.
Fixed a bug where Keyboard input prompts that were supposed to be displayed in upper case were not.
Fixed a bug where a multi-coloured border sometimes appeared around Steam Avatars in some menus.
Fixed several cases of Selection Highlights on Buttons flashing in incorrect places.
The Game Manual has been fully updated with the new features introduced in this patch and earlier.
Removed the (broken) D3D12 launch configuration to avoid confusing new players.
Known issues:
Sometimes thrown bombs in online races will either "miss" on your screen but explode on other clients, or "explode" but miss on other clients. This doesn't affect dropped Bombs.
Rarely, Missiles will target the wrong player across clients in online races.
Coconuts on Beach may occasionally desync at higher average latencies.
Replays recorded from online races incorrectly play back items currently. An overhaul to the Replay File Format will be addressing this in a future update.
Mobile networks may disconnect mid-race if the physical device providing internet switches between Mobile Network Towers. For this reason, Mobile Networks are not officially supported for online play, but they should otherwise work.
Using "Reduce Latency" on Windows with D3D11 can reduce performance significantly. This is a Unity limitation that can't be worked around. A powerful CPU will still allow enabling this setting if your computer cannot run the Vulkan Backend without crashing.
Missiles occasionally emit a glitch trail when fired shortly after another missile despawned. This is entirely cosmetic and doesn't affect Missile operation.
Menu select sounds don't currently play in the Replay List box.
Missile Exhaust smoke sometimes has visible gaps when the Missile is at it's top speed.
PS4, PS5 and Xbox gamepads on Linux may display unusual names for button prompts instead of their correct names.
CPU-bound performance in Volcanic may be lower than other race environments.
Hey, Governors!
Our big moment has finally arrived - the Alpha playtest for My Time At Evershine is here!
This is the very first step of our journey together; a small but meaningful glimpse into the world we’re creating. You'll get to experience an early version of that world, exploring uncharted territory while guiding the game's future.
Like any early expedition, things might feel a little rough to start - many of the game's systems and features are still in early development, so please keep that in mind while playing.
The main focus of this Alpha build is to test the core gameplay loop, so there's a chance you'll come across bugs, placeholder visuals, or incomplete content while playing.
Here are a few things to keep in mind before you dive in:
The story content in this Alpha version is limited, but we’ll be expanding the narrative significantly in future updates.
Combat difficulty and animations are still being adjusted, and we’d love to hear your thoughts on both!
Recruiting NPCs and building your city will be major features in the full game, so please feel free to share any ideas or suggestions about these systems.
Here are some known issues that we'll be continuing to address in future builds:
Occasional frame drops may occur during certain story cutscenes.
In rare cases, controls may become unresponsive after loading a save.
In rare cases, a black screen or freeze may occur after completing the ruin exploration quest.
Under certain conditions, the blacksmith quest with Hua may loop indefinitely.
Recommended specs: GTX 1060 (or equivalent) with 4GB VRAM or higher.
Systems below 4GB VRAM may experience lag or stuttering.
If you encounter performance issues, try lowering anti-aliasing and texture quality - lowering these settings can greatly improve FPS with minimal impact on visuals.
The current version only supports keyboard and mouse. Controller support will be added in future updates.
Overall performance optimization is still ongoing - this version doesn’t represent the final quality of the game.
This version doesn’t include voice acting
Playtime will vary depending on your playstyle, but most players can expect around 1-3 hours of content.
Last but not least, this is a closed Alpha, so please don’t share gameplay footage or screenshots publicly. If you run into issues or have any feedback you'd like to share, you can reach us at
https://qa@pathea.net or on Discord in #evershine-alpha.
Thank you again for being a part of this journey!
Let's build a new home together.
Localization
Added German language support (available in the Settings menu).
Bug Fixes
Fixed a Unity engine security vulnerability.
Fixed an occasional error when opening the recipe.
Fixed an issue where the screen could occasionally become blurry.
Fixed an issue where hotkeys could not be used in certain interfaces, including settings, tutorials, and battle results.
Fixed an issue where players could obtain multiple blessings in Joker's Blessing event due to animation delay.
Fixed an issue where closing the battle results with a hotkey could cause the battle or event to be skipped.
Fixed an issue where repeatedly closing the recipe, or quickly pressing ESC could cause UI components to disappear or trigger an error.
Fixed a softlock issue that could occur when using the Magnet Hook.
Fixed an issue in Trainings where defeating an opponent would not grant gold.
Fixed an issue where Ice Cream caused abnormal slow effects on Burrowing Mole and Mole Specialist.
🎮 BARKOUR at Poznań Game Arena 2025!
We’re excited to announce that BARKOUR will be fully playable this weekend at PGA in Poznań! 🐾
Our booth will feature 10 gaming stations with the newest build - including full Polish language support for the first time! 🇵🇱✨ Our team will also be here for the whole weekend!
Come by, meet the team, and be among the first to experience the latest version of BARKOUR!
We can’t wait to hear your feedback (and maybe spot a few speedrunners in the making 😉).
See you in Poznań! 💛
This is the week 46th devlog, unfashionably late as usual. As a reminder, these upcoming weeks will be focusing entirely on art assets, so they are list eventful that some of the past devlogs.
To follow the game's progress you can join me at:
My bluesky account which gives more frequent updates.
Also Wishlist Cosmic Construct on Steam and follow it's steam page.
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Structure Art (Residence, Observatory, Restaurant, and Bazaar)

I enjoyed working on this one, as I just like drawing houses. Its appearance is a direct upgrade to the Bungalow, and has a the blue and white color scheme as many of the late stage buildings. I'm getting to the point where I might need to make variations of this and other housing structures, as it might look a little dystopian with rows of tens of these around the city.

I didn't finish the Observatory, as I'm still a little iffy on the animation and planning out the structure. This is the last of the progress I posted to bluesky. I'm not happy with what I was doing with it. We'll see if I end up going with this.

The restaurant was pretty relaxing to work on, and more complicated than it initially appears. It has a bunch of layers in my art file. Because I was going above an below various parts. The spanish, cajun / irish fusion think I got going on here is funny in my opinion. A note about the "conscript" I have for the signage. It doesn't really mean anything, but is intended to looks like something meaningful. Keeping it all stylistically consistent and looking like the same language is a challenge.
I might eventually need to make variations of this building too. I already foresee this structure being abused in the midgame as a revenue stream.

Looks simple, but it isn't. It is the frame for a procedural generated building that will have many of the same visual components of the Market.

Here is a reminder of what the Market looks like.
The same component parts will be used to procedurally generate the Bazaar, but it larger more consistent rows. It will produce more income than the Market (per unit area). However, I'll do something to incentivize the use of the Market stalls in favor of the Bazaar. Maybe an additional resource, or improved mood or settlement value.

The Bazaar will have awnings over the wood, and will be multi colored like the Market awnings, but have more patterns (and cleaner appearance).
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Just like the prior couple weeks, the only type of work I have planned is structure art.
- Structure Art (Finish Observatory, then Courthouse, Guild Hall, Treasury)
I dont know how I did it but 0.0.9c was sooooo broken it wouldnt launch for most. That issue should now be fixed.
Hello, Heroes of Bermesiah!
Bug fixes and improvements have been updated.
<Bug Fixes/Improvements>
- will be updated
We will strive to create the best experience possible.
Thank you.