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[Updated] Major Update Feedback Live Stream Answers List



Greetings Survivors of REMORE,

These are the Feedback and Answers that were presented during our Major Update Feedback Live Stream.
Thank you everyone for participating and for all your amazing inquiries.

Q. Do i have unlimited uses of it, or is it consumed if I use it on a hero?
If I swap out a memory do i get the use back?
Does it cost anything to swap out everyones memories?
Can 2 people have the same memory equipped?


A. There is no cost to use memories, and all characters can share the same memories. You can freely unbound memories that have been bound, and there is no problem in re-equipping an unbounded memory. Feel free to use multiple combinations!

Q. Add a guide page for defense and block. I can't see anywhere what they do. I tried mousing over lots of things.

A. Since the formula is somewhat complicated, we omitted it because it was difficult to read, but we will think about a way to expose more core information.

Q. Offensive stance is not clear if it means when I hit enemies I stun them, or when I get hit I become stunned. Wording should just say which one it is.

A. [When hit] means when the player is attacked.

Q. Fortitude says decreases damage taken but does not explain how much. Add that to the tooltip.

A. Since the formula is somewhat complicated, we omitted it because it was difficult to read, but we will think about a way to expose more core information.

Q. There are 2 skills named shield shove, rename one.

A. We are planning to revise it in future versions.

Q. The old playtest had resource management mechanics between needing food and materials to repair equipment, now with the free explorations and the lack of these mechanics there is no pressure to perform which was major draw to the previous early access version of the game.

A. Resource management for food and weapon durability repair was replaced with a play style that manages the [Will] of each expedition member along with the narrative overhaul, and we judged that if there were too many management elements, it could harm the fun of battle and memory bonding. However, since [Will] is currently largely restored for free when returning to the hideout, the desired level of management fun is not being achieved, so we plan to improve this in the long term.

Q. A variation of a speed based weapon such as 1 handed scythes, flintlock pistols, claws, knuckles (more hits on a single target in a turn = more damage) or whip (whip would good to use with environment and obstacles as its main feature. A flintlock rifle could be good for the dex class.

A. If you go as far as the flintlock pistol, it's a bit different from the era we wanted in the world of REMORE... Rather than that, we think it would be more fun if there were weapons or combat styles that specialized in faster, continuous play. In the future, we plan to expand the play archetypes in more depth through things like memory binding in the official version, so we will actively review whether we can support this style of play at that time.

Whip… Well, there are no plans for the whip itself, but we will show you some fun things with the hook in the future for the Mountain Mercenary class regarding environment-obstacle interactions. Stay tuned!

Q. A variation of a speed based weapon such as 1 handed scythes, flintlock pistols, claws, knuckles (more hits on a single target in a turn = more damage) or whip (whip would good to use with environment and obstacles as its main feature. A flintlock rifle could be good for the dex class.

A. Interesting idea! The style of increasing risk in exchange for greater power is always appealing, and if it's combined with religious fanaticism, it seems conceptually great. It would be fun to see it as a style that Beckett, the current Inquisitor, could choose when strengthening the Memory Binding archetype in the future.

Q. Bit of a stretch but a character or NPC who has become partly undead would be fun. Either he got desperate and started eating the monsters or he embraced the darkness and it half turned him. Would be high strength but would need a draw back of each turn loses health or maybe has a chance to be charmed at the start of each turn

A. We have a plan for a kind of hidden character, not exactly the same as what you suggested, but I think it would have a similar feel. It would be a bit of a spoiler to go into more detail, so please come back and take a look at it in the official version.

Q. In the item menu, it would be great if the skill description pops up over cursor hover. Currently have to swap out new memories to see what they do clearly.

A. The Memory Binding UI will be completely renewed, and you can see it more conveniently by right-clicking 'right now'. We'll be back with a version with even more improved convenience!

Q. I also think that the "plant boss" needs to have more guidance to their moves. After the players are isolated, there is one effect that rewards/ punishes those who do as they are told *trying to not spoil the names but hopefully you know the effect/move i mean*. During this phase, i had a party wipe to this skill and I have no idea how.

A. We wanted “Boss’” phase buffs/debuffs to serve as hints rather than being directly explained in a functional way, so that players can enjoy the pleasure of finding a way to deal with them on their own. However, if the Plant is updated in the future without being the ‘”Final Boss”, it might be better to have a more direct explanation. I'm curious about other people's opinions on this.

Q. Why was the early access version changed to this one?

A. Well... this is a question that requires a bit of a long answer. We’ll try to summarize it as briefly as possible.
 
First of all, our biggest goal was to design a battle environment that could provide a more diverse experience. There was a lot of feedback when we first released the 0.12 version EARLY ACCESS, but among them, the lack of experience diversity, including the number of characters and monsters, was something we continued to feel regretful about.
 
Accordingly, we have drastically reorganized systems that were too rigid in their direction and difficult to encompass diverse experiences. For example, in the case of ‘grab,’ since the design practically forced all characters to have a means of escaping the grab, the characters had to be designed around this, and so there was a phenomenon where ‘escaping from grab’ became much more important than the ‘fun part’ of demonstrating the character’s combat ability, and so after much deliberation, we decided to remove it.
 
We also focused on preparing a narrative and game system that would allow for battles with stealth characters like the ‘Shadow Sister’ Mienne, as well as large tree-shaped bosses and multiple enemies with ‘life-linked’ abilities, by comprehensively revising the existing narrative that focused on extreme low fantasy concepts.
 
In addition, we had a desire to express the world of REMORE in a more dense and vivid way. In the previous version, we put a lot of effort into expressing the feelings and situations of the characters who encountered an unexpected disaster, but the proportion of text was too high in conveying it, and we felt that the given space was not enough to contain the story we had prepared and thought about.
 
To improve this further, we prepared various concept locations that are described more specifically, such as ‘Dockside’, ‘Forest Cemetery’, and ‘Pub in the Pleasure District’, and we wanted to strengthen the possibility of imagining the world before the incident through narrative events that fit each space, as well as various letters and space props.
 
We wanted to make the stages more dynamic by allowing players to explore them by choosing their own path, and we wanted to make the combat and exploration experience more enjoyable by allowing players to return via the nearest underground passage if they make a critical mistake or take damage during a stage.
 
This is because we thought that rather than experiencing the world’s space ‘in a set order and according to the script’, it would be a more fun game experience to respect the player’s choice about which stage to experience in which order.
 
There were many other intentions, but we think we should only focus on the most important parts for this live stream. We will be posting developer notes related to this soon, so I will tell you more details there!

Q. Variety of enemies is really nice but at the end I was awaiting something new of an enemy. When you reach gardens there really isnt any new enemy type introduction. I really liked red blossom enemies, so maybe work more on the idea of charming, make enemy with body of man and head of a blossom, like it took its whole body.

A. After the [Pleasure District], as you go to [Outer District] and [Inner District], enemies with completely new concepts, appearances, and attack methods will be added, unlike the existing Pleasure District. In the last developer note, we briefly introduced the concepts of the 'Guild District' and 'Military District', and more details will be revealed later. :)

Q. Well, honestly I liked the animations but I had no idea when I would get purple stuff or what I would need to do it to make a better weapon.

A. The blacksmith's crafting was intended to be somewhat based on small amounts of luck, but it seems like there are many who want more active crafting. We are thinking about a neat way to do it.

Q. Now the text and interface feel more crowded, like there’s too much going on at once. The original was elegant and easy to absorb. Simplicity was a strength.

A. The UI is still unfinished. We are planning to present a more refined UI at the official release, and we hope you like the final version at that time.

Q. You get thrown into turn based mode just by spotting an enemie through a window, even though they can't spot you.

A. This is by design. We need to be able to move around in a turn-based manner while enemies aren't looking at us yet, so we can take advantage of [Ambush]. If you have a better way, suggestions are always welcome!

Q. Stuff like bandages & repair kit for sure lost their impact, stones & coins kind of turned into most important tools, but you can't craft coins anymore

A. In the case of consumables, they were designed based on the principle that 'there is no problem playing without consumables', and rocks in Olivia's stage are actually close to stage gimmicks, so they are frequently generated. However, we agree that the dependence on coins is too high. We are considering supplementing them in memory skills or other directions.

Q. If you trigger combat, all enemies get unlimited movement, so on certain maps you get immediately surrounded by 20-30 enemies if you do not lock doors a head of times (worse on the map with little doors and all those odd big curtain entrances, that somehow cut vision but can't be closed) it also makes some maps quite a pain in the ass if they get 'blighted' again, because destroyed doors stay destroyed.

A. It wouldn't be common to be surrounded by 20-30 enemies, but we think it would be the [Red Lady] stage. Or the [The Olive Branch] stage, which is a large bathhouse map right before the boss fight. In these maps, the battles are intended to be tough as they are almost the final stage of the pleasure district, and instead, obstacles such as [Blood Lily Fog] are intended to be used to manage HP, etc. Enemies coming from too far away can feel unreasonable, but on the other hand, there is a disadvantage in that they only come as far as their turn's movement distance, which makes them less threatening. We have to consider if there is a way to satisfy both sides.

Q. It introduced the systems more clearly and at a better pace. This update feels more chaotic in comparison... a lot of new stuff without the same clarity or cohesion.

A. Well... We don't think long explanations are a good idea, so we tried to keep the 'guide' as short as possible. Could you give us more details that which part needs more improvement?

Q. Switching to portrait-and-box dialogue feels a bit cliche. I loved the original vertical window on the right. It was stylish, easy to read, and let us scroll back through conversations. It stood out and gave the game personality.

A. We are glad to see that there were some players who liked the original chat window. Though there were a lot of players who wanted the current version because the original chat window had a small font and was a bit unfamiliar.

Q. Are we countering everything now? I loved the old combat system. It felt tight, strategic, and distinct. The new mechanics shift the entire feel of the game. Maybe I’ll warm up to it, but right now I’m struggling.

A. We've revamped the combat system to make it more intuitive and inclusive of a variety of play styles, and we've been refining it little by little as we've received a lot of feedback during the development process. If you have any specific improvements, we'd love to hear from you!


We hope you enjoy our New REMORE Major Update Feedback Live Stream!
We will be back with more updates on our new content on our next live stream event!

Follow our social media for more updates and important dates on REMORE: INFESTED KINGDOM.

Thank you,
REMORE

[Re-Broadcast] REMORE: INFESTED KINGDM Major Update Live Streams



Missed our previous Live Stream? We got you covered!
Our full Live Stream of our REMORE: INFESTED KINGDOM will be re-boardcasted for those that couldn't see it!
We got tips and details in the live stream on how to successfully navigate our game! Hope you enjoyed REMORE: INFESTED KINGDOM!



Direct link to the broadcast:
https://steamcommunity.com/broadcast/watch/76561199236239552


Thank you,
REMORE

Our New REMORE Major Update Feedback Event Live Stream is Happening Now!



Come join us on our New REMORE Major Update Feedback Event Live Stream where the elusive Fanatic Bob will be reading some of the Feedback that was submitted to us during the event period.

As a bonus, we will be presenting the winner and their content video from our Content Creation Event!

Direct link to the broadcast:
https://steamcommunity.com/broadcast/watch/76561199236239552 (Change)

Thank you,
REMORE

A New REMORE Major Update Feedback Event Live Stream Reminder!



Greetings Survivors!

A quick reminder to join us this Thursday for our New REMORE Major Update Feedback Event Live Stream where the elusive Fanatic Bob will be reading some of the Feedback that was submitted to us during the event period.

We can’t wait to hear what you think of the New REMORE Major Update that we thought it would be a shame not to share them!

As a bonus, we will be presenting the winner and their content video from our Content Creation Event!

We believe we should share the awesomeness that is the winning content with everyone, and we will also be presenting the runner up content as well!

[Major Update Feedback Event Live Stream Period]
July 17 @7PM PT

Thank you,
REMORE

[Event Ended] Strange Things are Afoot at REMORE! Find the Difference Challenge



Greetings Survivors!

Strange things are afoot at the REMORE Development Dungeon!!!
Objects are vanishing! Creatures are appearing out of thin air! I think our PCs are haunted!

Our Dev team took this screenshot only moments apart one another then BAM! things on the image vanished!
So... while we go charge our proton packs, please help us identify the differences between both images to locate this foul wraith!

Find the Differences in each Images that will be posted on our Discord channel, #events, during the event period for a chance to submit a name for one of our Memoliths!

DM us or submit your answers directly in our #events channel! Only members that post or DM us the answers qualify!

Winner may submit a Title and Name for one of our sacred Memoliths that will appear in-game!

[Event Period]
July 14 – July 21 (PT)

[Winner Announcement]
July 28

[Event Details]
Solve the Challenge that will be posted in our official Discord.
DM us your answer to the Challenge during the event.
Member with the most correct answers to the Challenge may submit a name for one of the Memoliths.
In the event there are more than one member with the most correct answers to the Challenge, Winner will be chosen Lottery style from the pool of eligible winners.

[How to Participate Event]
  1. During Event period, check our Discord for the posted Challenge.

  2. Post your answer to the Challenge on our Discord channel or DM us.

  3. When event period ends, Winner of the event will be chosen.
[Rules]
  • Must be an Official REMORE: INFESTED KINDOM Discord Member.

  • Must post answer to the Challenge on our Discord Channel or DM us.

  • Must post answer to the Challenge during our Event Period.

  • To minimize the spread and use of incorrect answers, solutions to the Challenge will not be revealed until end of the event.

  • Winner may submit a Title and Name that will be used in-game on one of the Memoliths.

  • Names must be Medieval European to match with the narrative theme of the game.

  • In the event there are more than one Discord member with the most correct answers to the Challenge, the Winner will be chosen Lottery Style from the pool of eligible winners.

  • Those who participated in the event must be on the channel until the winner announcement.
    • If you leave the channel before the winner announcement, you will be excluded from the event.
  • Reward will be sent out through Discord direct message.
    • If the code provided as a reward is sold, the code will become revoked.

Thank you,
REMORE