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  3. [Dev Note] THE INFESTATION BEGINS!

[Dev Note] THE INFESTATION BEGINS!



Greetings Survivors!

After a long journey, we’re finally at a point where we feel ready to unveil the world of REMORE: INFESTED KINGDOM to you through Early access.



[h3]Why Early Access?[/h3]
Until now, our development process was evaluating and iteratively improving the game as players who love this genre, making sure at every point to ask ourselves objectively “how fun is our game?”

We spent a lot of time on making these improvements, with the goal of delivering a polished experience when the game is released and we take a lot of pride in enhancing the overall completeness, trying different foundational mechanics compared to other games in the genre.

After participating in NEXT FEST, we felt it was the right time to continue this process with you, the players. While the game's foundation received overall positive feedback, we observed significant feedback differences between the development team and players in terms of difficulty, UI/UX, and gameplay patterns.

Therefore, we want to unveil the content we’ve prepared so far as an early access version, aiming to receive a more diverse range of feedback.



[h3]What will players find in Early Access?[/h3]
The game progresses linearly from the tutorial—the Guard Post—to the final stage of the Early Access version—the Manor House. Each stage introduces new types of enemies or new level design patterns, requiring the player to keep adapting their tactics!

The difficulty of the stages varies significantly, based on the difficulty level chosen at the beginning of the campaign: Vengeance, Suffering, or Despair. (The final difficulty level, Doom, is still in the works!)



If you haven't tried REMORE: INFESTED KINGDOM yet but are familiar with other turn-based games in the genre, I recommend starting with the Suffering difficulty level.

Furthermore, options supporting replayability such as Recurring Nightmare and the single-save permadeath Iron Will mode are available. We plan to provide more detailed explanations about the intended design for each difficulty level and additional options in the next dev note.



In the Early Access version, everything we’ve introduced through dev notes so far will be included. Along with the three combat characters, who each have two unique skill trees, various systems will be unlocked through NPCs like the Cook, Blacksmith, and Artificer who will join the journey as you progress through the stages.

There are also additional NPCs that we haven't yet introduced, but we’ll leave that to you to discover!

Among all these moving parts, the most crucial part, which we will closely monitor and seek feedback on during the Early Access period, is the “weapons” and related systems.



Currently, there are 8 types of two-handed weapons, 4 types of one-handed weapons, and 3 types of secondary weapons, making a total of 15 weapon categories. Through the process of refining, each weapon the tier increases, adding new active skills. Additionally, shields differentiate into a more defensive basic type and an aggressive “buckler” type at Tier 2. (Therefore, a total of 16 weapons appear at Tier 2.)

For each weapon, there is a weapon modification tree and random options called attributes. Using the combinations of these two elements along with the basic archetypes of the character perk tree, there are many strategic builds and combinations to explore! We want to observe whether these builds are used as intended, if enjoyment of them during play is high, and whether there are unforeseen side effects or emerging opportunities for more creative applications!

Based on feedback about these gameplay elements, the primary purpose of Early Access is to determine the design and balancing direction for late-game stages and the highest difficulty level, Doom, in the final version.



[h3]What’s next?[/h3]
Currently, we are fully working on preparations for the late-game stages. New Infested that demand a more advanced tactical approach compared to those encountered in the early stages will emerge. As your journey progresses, the cause behind the infestation that has gripped the land of Remore will be revealed.

In the late-game stages, our focus is on continuously introducing new gameplay patterns, unveiling the Tier 3 weapon refining content, which involves changes in new active skills, mixing up the unique attributes that enhance weapon characteristics, and adding new tools like the “barricades” or “grappling hooks” already seen, that can introduce significant variables to the game.

Furthermore, in line with the spirit of Early Access mentioned earlier, we aim to maintain the overall direction of our plans while actively incorporating feedback in how we convey them. We plan to observe and engage actively through our Discord channel, Steam forums, or any community platforms you use, wherever we can!

Join us on October 30, 2023!

Thank you, Survivors!