Followers are settlers assigned to travel with the player in My Time at Evershine. Up to three can accompany the Governor at a time, and each can help in battle, in acquisition work such as gathering, mining, and logging, or in construction. The game is unreleased, so all of this reflects announced design rather than a shipped system.
What followers do
The three follower roles map to the game's main activities. In combat, followers fight at the player's side against bandits and monsters, including outside the settlement. For acquisition, they pitch in on resource runs: gathering, mining, chopping trees. On the construction side they help raise the town itself. Pathea's framing in a development Q&A is that unlike earlier games, where players often faced challenges alone, this time you have company: you can form parties with NPCs, go on adventures together, and fight side by side.
Becoming a follower
Followers come from the settlement's own population. Pathea's announcement framed follower duty as one of the roles and assignments the Governor hands out when recruiting settlers, so the pool of available companions depends on who you have invited to town. Suitability matters here the same way it does for every other job: a settler who shines in a fight may be wasted on farm work, and vice versa. The studio has also said it wants these companions to feel like genuine company rather than hired tools, with settlers lending advice and gradually pulling the player into their own stories as they put down roots.
Dispatch missions
Followers do not have to tag along to be useful. The game's announcement materials describe dispatching followers on tasks across Northern Eufaula, doing the Governor's bidding while the player is busy elsewhere.
Needs and morale
Followers come with needs. Per the announcement materials, tiredness and hunger affect a follower's morale and performance, so keeping companions fed and rested is part of the job. How heavily this lands in the final game is an open question. When Pathea reworked the gameplay loop in 2025, it specifically called out stat tracking overload as a problem, joking that nobody wanted to care about Ragnar being hungry for the sixth time. The studio simplified the strategy side of the game in response, and the final shape of the needs system has not been detailed since.
Followers and relationships
Pathea wants followers to react to the player and to each other. An October 2024 development post teased dynamic interactions between characters depending on their relationship with the player, asking what kind of side comments three followers all in love with the Governor might aim at each other, and whether they would compete to take a hit for the player or get jealous at everything. The post framed this as something the team was attempting, so treat it as a design goal rather than a confirmed feature. Relationship mechanics themselves are covered under romance and relationships.
Followers in co-op
In multiplayer, a session has four follower slots in total, spread among up to four players however the group likes. One player can run with three followers while another keeps just one.
Known companions
Few followers have been named in official text. Ragnar appears in Pathea's development materials as a companion figure: the animation team posed him with the main character for the swimming feature mock-up, and a later post used his hunger as an example of stat tracking. His exact role in the final game has not been detailed. Other settlers who can be assigned as followers have not been named, and this page will stay thin until Pathea publishes more; see settlers and recruitment for the wider cast structure.