[Dev Note] About Difficulty

STEAM NEXT FEST June 2023 wrapped up this Monday and we would like to begin this Dev Note by offering a special thank you to everyone for all your amazing feedback we received through our YouTube, Reddit, Discord, Steam Forums, and the Suggestion Box!
Up until now, as we didn't have the opportunity to show off our game, the focus of the Dev Notes has been on introducing existing game elements and also our intentions behind them.
Now that many of you have played the demo and gave us diverse opinions, we can share more varied content in the future, including upcoming development plans and addressing the areas that you asked about.

We would like to briefly share our thoughts on the most commonly talked about topic, "the Difficulty of the game", which many of you have mentioned.
Regarding the difficulty of the game in REMORE: INFESTED KINGDOM, we aimed to create a "High-difficulty" game that preserves the apocalyptic theme and that required deep tactical planning.
However, pursuing High-difficulty in a turn-based game, rather than an action game, can easily lead to overly complex game design and an "impossible to clear without knowing all the hidden elements" approach, which may feel unfair.
The goal we most wanted to achieve with the Demo version was to make the High-difficulty clearable by players who are playing the game for the first time, as long as they carefully understand the game elements and also that they perceive it as challenging yet fair experience.

Based on player feedback and the observations from playthrough videos, we think that the game experience seems to match our intentions.
Although there may be variations depending on how familiar one is with the genre, many of you have successfully overcome the challenges to reach the Monastery, strategically utilizing the various Weapons and Character Skills, as well exploiting the weaknesses of enemies, more than we had anticipated!
However, many of you pointed out that the explanations for the "Vengeance" and "Suffering" difficulty levels were unclear. To address this, we plan to improve the UI going forward to ensure a clearer understanding.

Regarding the addition of an "Easy" difficulty that many suggested; since it is impossible to provide meaningful experiences for all difficulty levels, we do not have plans to offer a difficulty level where beating the game is possible without any strategic thinking.
Nevertheless, through UI improvements, we aim to be more clearer conveying the characteristics of the "Vengeance" difficulty and balance it in a way that allows a broader range of players to enjoy Remore in a manner that suits them.
In addition to the difficulty, we are grateful that many of you provided feedback on various elements of the game. Rest assured, the entire development team is carefully going through and considering all of it.
In the upcoming Dev Notes, we will gradually share the feedback we received and how we are using it to improve the game!
Thank you