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Romance and Relationships
June 11, 2026 at 02:07 PM
Initial article: eight core romanceables with two backer-voted, NPC tier system, May 2026 dating system details, marriage and infidelity consequences, planned campaign extras (2026-06-11)
Romance has carried the My Time series since its beginning, and My Time at Evershine leans into it. The official site describes eight core romanceable characters, two of them chosen by backer votes, plus more than twenty named settlers with their own smaller relationship stories. The game is unreleased, so every system here reflects official development updates rather than a shipped build.
The eight core romanceables are introduced by the main story and carry the most content, both in the main plot and in their personal relationship arcs. Two of the eight were picked by backer votes during the crowdfunding campaign, with the winners revealed through concept art in January 2025. Pathea has not published the roster as a plain list, so this wiki does not name the core cast yet.
Official previews have leaned on a few faces all the same. Social posts have shown the player character sharing what Pathea called a sweet moment with Avery, and a May 2026 development update used Hua to illustrate how conversation topics deepen over time. Neither post confirms who is in the core eight, so treat those as glimpses rather than a cast list.
Characters who lost the core vote did not vanish, either. Pathea noted at the time that they remain romanceable, just without core-tier content.
Below the core tier sit more than twenty named characters introduced through the main quest, sidequests, and recruitment, some of them hidden. They get unique relationship stories with less content than the core group, and Pathea has said it stays flexible if any of them become especially popular. A third tier of randomly generated settlers carries random traits and shares common relationship arcs rather than unique ones. How all of these people arrive in town is covered under Settlers and Recruitment.
A May 2026 development update laid out the date system in detail. Date spots sit throughout the town and beyond it: a quiet lakeside, flower fields, hidden corners of the map. The player invites someone to sit down, chat, or simply pass the time.
Conversation is the heart of it. Settlers react to dialogue choices through a mood meter; wit and thoughtfulness win them over, misreading the room pushes them away, and a badly handled date can end with the other person deciding they have better things to do and leaving early. Each date offers a limited number of chances to impress. Gifts still exist, but only one per date, so the right gesture at the right moment matters more than volume.
Topics deepen as the relationship grows. Pathea's example was Hua, who opens with surface-level chat about life on the frontier and only later starts sharing the core beliefs that shaped her. Physical intimacy progresses too, from quietly leaning on each other to embraces and a kiss, within what the studio described as everything it can get away with in a game rated T by the ESRB.
Pathea also published a progress snapshot for the system. Finished as of May 2026:
Date locations built
Dynamic conversation and the NPC mood meter
The first intimate interactions, such as leaning on each other
The underlying conversation framework
Still in progress or in planning:
Visual polish for date scenes, intimate interactions, and camera presentation
Larger conversation content and topic pools
Jealousy events, including triggers and character reactions
Weather effects that change date interactions
Marriage is in, and it has teeth. The dating system shuts out players who are already married in Evershine, and Pathea has warned that a spouse who finds out will respond with consequences. Jealousy events are being designed alongside the rest of the system.
In co-op, NPCs are unique rather than instanced, so a character married by one player is off the market for the rest of the session. Players can also marry each other.
The crowdfunding campaign funded a stack of romance-adjacent features. All of these are planned content, announced before release:
A flirting feature, previewed early with a work-in-progress animation
Pajamas for the core romanceables that switch on automatically at bedtime, or stay on all day if the player prefers
A redesigned hot spring play and date scene
A bathtub furniture set
Player-voted interaction poses and a large set of group photo poses
An optional rival romance system for at least one pair of non-core characters
Pathea has also floated more dynamic interactions between characters who share feelings for the player, wondering aloud whether followers in love would trade side comments or compete to take a hit for the Governor. That was an idea under discussion in October 2024, not a committed feature.
The studio's stated goal is a date system where characters feel like companions rather than quest givers. Whether it lands is a 2027 question.