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Affinity System
May 4, 2026 at 10:43 AM
Added Gift Giving section (Cooperation life skill prerequisite, daily gift caps, color tier myth, cheap-favourite gift table for all current characters, gacha-item warning), Fluffy Clouds workflow with 800 comfort cap, and high-value bond level rewards table (Edgar Lv 10 bookstore card, Mint Lv 7 office, level 2/5/max universal rewards). Existing sections preserved verbatim. (2026-05-04)
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.

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.
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. |
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.
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.
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.
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.
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.
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 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.
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 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 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.
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.
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.
Gifting is the second-fastest affinity faucet after combat usage. The system has a small set of mechanical rules that the in-game tutorial does not surface, and the rules change the optimal play significantly.
Before giving any gifts, raise the player main character's Cooperation life skill. This life skill multiplies the affinity points awarded per gift. Skipping the upgrade and gifting at level 1 wastes a measurable percentage of every gift handed out for the rest of the account's lifetime.
Cooperation level is raised through the daily commissions and a few specific story-track activities rather than through gifting itself. The first three levels are cheap; aim to bring the skill to at least level 3 before serious gifting begins, then continue raising it incrementally.
Each player can give 10 gifts per day across all characters combined.
Each individual character can receive at most 3 gifts from the player per day.
Both limits reset at the daily reset wall-clock time.
Gift items have blue, purple, and orange rarity backgrounds. The intuitive assumption is that orange gifts grant more affinity than purple, which grant more than blue. This is wrong. The affinity value awarded by a gift is set per character per gift type and does not follow the rarity color. A blue gift, a purple gift, and an orange gift can all award the same number of affinity points to the same character.
Always check the actual numerical points-per-affinity value shown on the gift tooltip when planning a gift run. The cheapest gift in the character's favourites list is almost always the correct choice for free-to-play players.
The table below lists a low-cost favourite gift for each currently-released character, drawn from common shop and grocery vendors around Hethereau. Each entry awards 100 affinity points; sticking to this list keeps a 10-gift daily run at roughly 3,600 Fons total spend for 1,000 affinity points across the day.
Character | Cheap Favourite Gift | Approximate Cost (Fons) |
|---|---|---|
Potato Chips | 360 | |
Cheap Drink | 300 | |
Pain Medicine | 410 | |
Boba Tea | 450 | |
Custard and Fries | 300 | |
Spicy Snacks | 300 | |
Light Salad | 450 | |
Pizza | 660 | |
Spicy Snacks | 300 | |
Cookies | 360 | |
Bread | 360 | |
Boba Tea | 450 | |
Kid's Meal | 450 |
Higher-tier gift entries (the 20,000-Fons-per-gift slots that grant 400 affinity points) exist but are not worth the marginal cost for free-to-play accounts. Spending 200,000 Fons per day on max-tier gifts trades the player's tycoon-progress Fons for a marginal affinity gain that can be replicated through daily routine alone.
Some character-favourite gift lists include limited-banner gacha items. These cannot be gifted unless the player owns a duplicate of the gacha pull. Even when a duplicate exists, the affinity-per-cost ratio is catastrophically bad because the duplicate has high alternate use value (signature weapon refinement, Awakening, character power). Skip these entries entirely; the cheap food list above is always the better trade.
Fluffy Clouds is a special apartment furniture item that generates free, character-universal bond consumables on a timer. Every character accepts Fluffy Clouds as a gift, and the affinity payout per cloud is high enough that consistent claim-and-give use easily outpaces the daily 10-gift cap when Fluffy Clouds are queued up alongside cheap favourites.
Fluffy Clouds cannot be purchased outright. The only way to obtain them is to place the matching apartment furniture and let it generate over time. Upgrading the surrounding furniture raises the player's comfort level rating, which both increases the cap of Fluffy Clouds the apartment can hold simultaneously and shortens the regeneration cooldown timer.
Every 1,000 Fons spent on furniture rounds to 2 comfort points (the rounding is downward; partial spend below the next 1,000 boundary contributes nothing).
Comfort level is shared across all of the player's owned properties, not per-property. Furniture in any owned unit contributes to the same shared total.
Cap target: 800 comfort. At 800 comfort the Fluffy Clouds generator runs at maximum rate and maximum simultaneous capacity. Spending past 800 comfort gives no further benefit to Fluffy Clouds output, although it still helps the furniture collection index for cosmetic completion rewards.
Furniture choice between equal-cost items does not matter for comfort. Buying a wider variety of furniture also progresses the in-game collection index, which yields its own one-time rewards, so prefer variety over duplicates.
Step 1: Visit the apartment that hosts the Fluffy Clouds furniture each day.
Step 2: Claim every cloud the generator has produced.
Step 3: Add Fluffy Clouds to the day's 10-gift rotation, distributing across the characters the player wants to push first.
Step 4: If the cap is full and the player will not claim again for several days, slot a 'visit apartment' reminder so the cloud generator does not stall against its capacity ceiling.
Most bond level rewards repeat across characters: stat increases for the character themselves, name cards, avatar frames, and stickers. A few characters offer non-repeating rewards that are worth specifically pushing toward.
Character | Bond Level | Unique Reward |
|---|---|---|
Level 10 | Bookstore membership card. Grants a small weekly Hunter EXP top-up that no other character provides. This is the single highest-priority bond-leveling target for free-to-play accounts because the weekly EXP compounds over the account's lifetime. | |
Level 7 | Office visit unlock. Allows the player to visit Mint at her office on the second floor of the starting district. Cosmetic / interaction-only reward. | |
All characters | Level 2 | The character can ride shotgun in the player's vehicle and reacts to driving behaviour, including reactions to wanted-system police chases. |
All characters | Level 5 | Character poster unlocked. Posters can be placed in apartments and contribute to the comfort level total. |
All characters | Maximum level | Name card cosmetic, equipped through the profile menu rather than the bond rewards screen. |