Overview
The Affinity System is a companion relationship mechanic in Neverness to Everness that allows players to build bonds with playable characters. A relationship gauge tracks how close the player has become with each character, and raising this gauge through in-game interactions unlocks new activities, rewards, and the ability to invite companions to accompany the player around Hethereau. The system ties into several other features, including property ownership through the City Tycoon mode and the apartment decoration system.

Bond Levels
Each playable character has a bond level that starts at 1 and increases as the player interacts with them. Higher bond levels unlock more activities and deepen the relationship. The progression is gradual and rewards consistent engagement with specific characters rather than one-time efforts.
Bond Level | Unlocks |
|---|---|
Level 1 | Basic interactions. Character appears in the text messaging system and responds to simple messages. |
Level 2 | Additional dialogue options. Character may initiate spontaneous encounters in the city. |
Level 3 | Expanded text messaging conversations. More personal story details revealed through interactions. |
Level 4+ | Full companion mode unlocked. Character can walk alongside the player, be placed in apartments and properties, and participate in all companion activities (hand-holding, mini-games, etc.). |
The higher the bond level, the more responsive a character becomes. At higher levels, characters are more likely to accept requests when placed in apartments and engage with a wider range of interactive activities.
Raising Affinity
Players increase affinity through several types of interactions. The system encourages varied engagement rather than grinding a single method.
Method | Description |
|---|---|
Using the character incombat | Deploying a character in your party during anomaly encounters and City Commissions contributes to their bond level over time. |
Text messaging | The game has a text messaging system where players can send messages to characters and receive replies. Regular conversations gradually build affinity. |
Companion activities | Participating in activities together (walking, mini-games, apartment interactions) at bond level 4+ continues to raise affinity further. |
Story progression | Completing character-specific story quests and side stories related to a character provides meaningful affinity gains. |
Spontaneous city encounters | At certain bond levels, characters may appear in the city for chance meetings, like tagging along to buy a motor scooter or taking a train ride together. These encounters provide bonus affinity. |
Companion Interactions
At bond level 4 and above, a full range of companion activities becomes available. These interactions allow the player to spend time with characters in the open world and within owned properties.
Interaction | Description | Location |
|---|---|---|
Walking Together | The companion walks alongside the player through Hethereau's streets, commenting on surroundings and reacting to events. | Open world |
Hand-Holding | Hold hands while walking through the city. A first-person perspective option is available for this interaction. | Open world |
Rock-Paper-Scissors | A casual mini-game that can be played with the companion on the spot. | Open world / Apartment |
Ear Cleaning | An intimate care interaction where the player grooms the companion. | Apartment |
Apartment Decoration | Decorate owned apartments together with collected furniture and items. | Apartment |
Interactions are context-sensitive based on where the companion is positioned. If a companion is standing next to the player, different options appear compared to when they are sitting in a chair. For example, a standing companion might be challenged to Rock-Paper-Scissors, while a seated companion might offer the ear cleaning interaction instead.
Apartment and Property Placement
Characters with bond level 4 or higher can be placed into properties that the player has acquired through the City Tycoon system. These properties include apartments, businesses, houses, and villas. Placed characters interact with the space and can be visited for companion activities.
Apartments start out sparsely furnished, which incentivizes players to collect furniture through exploration, crafting, and purchasing from Hankaku Street shops. Found items like furniture pieces, decorations, and collectibles can be placed to personalize the living space. Characters placed in well-decorated apartments are more likely to respond positively to player requests and interactions.
Properties can range from small apartments to large villas. Players who invest in the City Tycoon system can acquire the largest mansion in the game, providing ample space for decoration and multiple companion placements.
Text Messaging
Neverness to Everness includes an in-game text messaging system that allows direct communication with playable characters. Players can send messages at any time and receive character-specific replies that reflect the character's personality and current bond level. At lower bond levels, responses are brief and formal. As the relationship deepens, messages become more personal, revealing backstory details and character-specific humor.
Text messaging is an optional system. Players who engage with it will see faster affinity gains and access to additional lore, but it is not required for core gameplay progression.
City Tycoon Integration
The Affinity System ties directly into the City Tycoon business empire mode. In City Tycoon, players spend in-world currency called Fons to invest in properties, purchase homes, and manage businesses. Characters at bond level 4+ can be assigned to properties, where they contribute to the business and provide passive benefits.
The most notable City Tycoon reward tied to the Affinity System is Chiz, the S-Class Cosmos character who works as a bank lobby manager at Pink Paws Bank. Reaching City Tycoon Level 18 unlocks Chiz as a playable character. Players first encounter Chiz outside Pink Paws Bank, where she shyly tries to get the player to sign up for a debit card.
Launch Improvements
The launch roadmap confirms several Affinity System improvements and additions coming with the full release:
Chiz will become invitable as a companion, adding her to the list of characters who can walk alongside the player.
Expanded companion interactions will be added beyond the initial set of activities.
First-person perspective for hand-holding will be available at launch, based on community feedback requesting the feature.
New spontaneous city encounters will occur, where companions appear in the open world for unscripted moments.
Additional invitable characters will join the companion roster through post-launch updates.
Tips
Focus on raising bond level 4 with your favorite characters first to unlock the full companion experience.
Check text messages regularly. Characters send messages on their own schedule, and replying promptly provides affinity bonuses.
Decorate your apartment before placing companions. A well-furnished space increases the range of available interactions.
Spontaneous city encounters are easy to miss. Keep an eye out for companion icons on the minimap while exploring.
The City Tycoon grind to level 18 is worth it for unlocking Chiz, who is a strong S-Class Cosmos unit.
Affinity Levels and Interaction Gates
Affinity is a gate on which interactions the player can actively trigger with a given character. Basic interactions are available from low affinity, while the more affectionate prompts require additional bond progress. In the beta, the hug and stroll prompts are locked until a character reaches Affinity 6, while options like hand-holding, sitting on a chair, and character-specific activities are available earlier. Raising affinity therefore widens the menu of interactions a player can choose from during shared time in the open world and inside owned homes.
Completing a character's bond quest can also flip specific gates. Finishing the Nanally quest chain, for example, unlocks her basic interactions and the home invitation tier at the same time, which then allows her to be invited into a property.
Interaction List
Interactions are split into general prompts that are available for most roommate-eligible characters and character-specific prompts that only appear for a single companion. Affinity gates apply on top of this: even when a prompt is listed as general, it cannot be chosen until the listed bond level is reached. The table below lists the interactions observed in the current beta.
Interaction | Affinity Gate | Character Availability |
|---|---|---|
Hold Hands | Basic (low affinity) | General (most roommate-eligible companions) |
Sit on a Chair | Basic (low affinity) | General (most roommate-eligible companions) |
Stroll | Affinity 6 | General (most roommate-eligible companions) |
Hug | Affinity 6 | General (most roommate-eligible companions) |
Organize Ammo | Basic (low affinity) | Jun only (not available for every character) |
Rock Paper Scissors | Basic (low affinity) | Mint only (not available for every character) |
Characters in a property also perform self-initiated animations at all times, independent of the interaction menu. A companion may sit down to eat, settle into a chair, or move through the rooms on their own. Players can start an interaction by interrupting one of those character-initiated moments, which is how a locked prompt can still be previewed before its affinity gate opens. The prompt itself remains locked for active selection until the bond level catches up, but the animation attached to that prompt can be seen during a character's self-driven routine.
Map Bond Events
Map bond events are short supporting cutscenes that play out on the overworld. They differ from the longer bond quests that are launched from a character's profile, and they are closer in feel to chance encounters than to full quest chains. The player can trigger up to three bond events per day, and the roster of available characters rotates throughout the day, so missing a specific character's event means waiting for the next rotation rather than picking it from a list. Limited characters tend to have a larger pool of map events than standard ones: Nanally has roughly five map bond events as the current featured limited character, while standard companions tend to sit around three each.
Even characters who are not playable outside of their story quests in the current beta still appear for map bond events. Lacrimosa and Hotori both show up on the map despite not being available as party members yet, which lets players keep building bond context with them. Lacrimosa's overworld event themes lean into a strong fondness for tomatoes and tomato sauce, and her events often find her at food stalls or in queues for meals.
Bond Events vs Bond Quests
Bond quests and bond events both raise affinity context but serve different roles. A bond quest is a character-specific mission chain that is launched from the character's profile or from a quest-giver handoff. Bond quests unlock additional tiers of interaction, most importantly the home invitation tier that allows the character to move into a player-owned property. A bond event, by contrast, is a small cutscene that plays out in the open world, gives a snapshot of the character's personality, and feeds into affinity gain without unlocking new mechanical tiers on its own. Running the bond quest chain for a character is the prerequisite for seeing that character in a home; running bond events is a way to keep bond gains steady while other progression is happening.
Limited vs Standard Event Counts
The map event pool sizes observed in the current beta differ by character tier:
Character Tier | Observed Map Events | Example |
|---|---|---|
Limited (featured banner) | Around five bond events on the map | |
Standard | Around three bond events on the map | |
Beta-limited (story-only companions) | Still appear for map bond events despite not being playable outside story |
Because only three bond events can be triggered per day and the roster rotates, players who want to max bond progress across many characters at once benefit from checking the overworld a few times over the course of a play session rather than expecting every companion to be available at the same minimap check.
Home Invitation Link
Roommate placement is wired directly into affinity progress and home ownership. A companion can only be invited into a property once their bond is high enough to unlock the home invitation tier, and that tier is usually tied to either an affinity milestone or the corresponding bond quest finale. An apartment with two roommate slots in the narrator's save illustrates the basic cap: two companions can be placed at once in that property, and higher-tier homes can support different configurations.
Once a character accepts the invitation, additional visual and interactive content unlocks inside the home. Invited companions swap into housewear outfits that only appear inside properties, and the self-initiated in-home animations (sitting on furniture, eating at the table, climbing the ceiling as a gag flourish) only fire after the home invitation is active. Practical rule of thumb: if a prompt fails to appear, either affinity is too low for that specific interaction, or the character has not yet been invited to that housing slot, and the fix depends on which gate is currently blocking. Roommate-eligible characters in the beta are Nanally, Mint, Fadia, and Xi, and only those four can currently be placed into a property.
Nanally: limited character with the largest map event pool.
Mint: standard character; the only confirmed companion with the rock paper scissors prompt.
Fadia: standard character; roommate-eligible.
Xi: story-introduced companion; roommate-eligible in the current beta.