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.
---
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).
---
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>
- Fixed a bug where Kallia could cancel Extreme Blast TYPE1 with another Special Skill
- Fixed a bug where the lightning sound was not played upon hitting with Arme Mage (Base Job) ‘Shock Stun Lv1’
- Fixed a bug where damage and visual effects were not applied upon using Ryan Druid (Base Job) ‘Bloody Funeral’
- Fixed a bug where the pause was not reduced with Sieghart Prime Knight (4th Job) ‘Highlander Assault (Rage)’ JF
- Fixed a bug where kill count did not go up when Iris’ Dash Attack lands the kill upon the enemy
- Fixed a bug where the graphics settings would reset upon relogging into the game
We will strive to create the best experience possible.
Thank you.
Added sound effects and animations whenever setting a build, taking snacks and sending snacks.
Fixed character shadow bug.
Fixed a bug of "stocker's unexpected behaviors"