Time flies! My Time at Sandrock is approaching its first anniversary since the full release. At this special moment, we want to express our heartfelt thanks to all the players who have supported us along the way.
Just two days ago, we launched the free V1.4 single-player update, and we hope you're enjoying the new content. Whether you’re dating or hanging out with NPCs, we hope it brings you plenty of fun! As we gear up for the anniversary, we’ve prepared a special gift for everyone—a brand new cowboy outfit! Here’s a sneak peek at the concept art, and we can't wait for you to see the final version when it’s released (Consoles may be slightly delayed due to the review process).
Also, we’re hard at work on the new My Time game, and we’re halfway through the Kickstarter campaign. We have something important want to share with you.
We are at the half way point of the Kickstarter, standing at just over $1.8 million! Full disclosure, internally, we were aiming for somewhere between Sandrock’s $500k and a million. We had no predictions exceeding $1.5 million, that’s why we were so late in getting some of the stretch goals up. Heck, we never expected to fly pass our original goal in 35 minutes. And this is all thanks to you! The My Time fan base really came out in force this time. We will not forget your trust, and will do our best to make My Time at Evershine... shine.
Since we never expected the current result, our planning originally revolved around deciding on some features and upgrades early on, nailing down the number of core romances, getting some extra wiggle room, and getting some exposure with publishers and the media. But after the initial success of this KS, we crunched some numbers and saw that something else became possible: If we can get to $2.5 million, then we’ll have the luxury of not doing Early Access this time (or at least not until we’re very close to final release).
Early Access is a double edged sword, while we’re able to get funding and feedback from players well before the end product, it significantly affects our development schedule in a negative way. Each big update we put out will cost us up to a month of packaging, QA, and optimization time, forcing some development to literally stop for a few weeks as key developers work on the release build. If we don’t do Early Access, we will have 4-5 months of extra development time, allowing for a smoother and more traditional development schedule (which we will share later this year). We’ll still get our essential feedback from the numerous KS beta players. It means less crunch for the team and a more polished product for the players. That’s a win for everybody.
That’s our logic. We want to reach it because it will be tremendously beneficial for the project, so please help us. First, we need your help in spreading the word far and wide. The KS will probably be the only way to play Evershine before final release (if we reach the goal), so for anyone still holding out, please reconsider. Second, we will be releasing the next set of stretch goal options within this week, we'll let you vote again, it's got what you're asking for. And finally, we will open up more tiers for console players.
[My Time at Evershine Kickstarter Page]
https://store.steampowered.com/app/3199500/My_Time_at_Evershine/