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REMORE: INFESTED KINGDOM News

[Event] Discord Riddle Challenge Winner Announcement!



Greetings New Survivors,

The No Survivors Left Behind! Discord Riddle Challenge is over!

We received many correct AND unique answers to the Riddles and had a blast reading them! We hope you enjoyed putting your thinking caps on to tackle these mysteries of the universe!

Unfortunately, its now its time to say farewell to our fun... But we’re excited to present our first Discord Riddle Challenge winner!

[Event Winner]​
risespeeddemon (8/10)

[Grand Prize]​
Enter a Name for The Jester’s Name Catalogue - Nathanael


[Note]
1. The content involved in the winning works are derivative works of the players and does not represent the actual plot and settings in the game.​

2. The reward will be implemented sometime after the Event Ends and before the Official Launch. We ask for your patience and understanding on this matter.​

Congratulations to Winner of the Competition!

Once again, a huge thank you to everyone who participated!

Thank you,
REMORE

[Dev Note] The Nameless Jester



Hello again, Survivors!

To go along with our Official Discord Riddle Event we announced earlier, we’d like to introduce the story of the charming yet mischievous character, The Jester, who has joined our band of Survivors.

Each character who has to navigate the world of Remore, has their own story that motivates them to survive and keep moving forward. Beyond the basic concepts mentioned in previous Dev Notes, we’re working on creating stronger, more engaging narratives to amplify each character’s personality and storyline.

The story of The Jester will give a little insight into the tragedy of Remore and add more meaning to the character’s Skills and Traits. Each character’s story is crafted to help you understand why and how they develop their unique attitudes, behaviors, strengths, and weaknesses. And today’s look into The Jester’s story will show a fragment of the “Tragedy” of Remore and what fragile humans might experience when facing such a calamity.



[h3]Defiance Against Sorrow: Mockery[/h3]
The Jester character is all about striving for an over-the-top “Cheerfulness.” Even in the tragic world of Remore, The Jester focuses on “laughter,” treating everyone else as the butt of his jokes.

As you play, The Jester's attitude might come across as “Annoying” or as someone who “isn’t taking the situation seriously.” This is exactly the unique personality we wanted for this character in a medieval apocalypse setting. And it’s also a role we feel only The Jester, among the 8 survivors, can fulfill.



Our Jester isn’t a clever comedian skilled in witty jokes. In fact, his words in tragic situations are often unhelpful or harmful. His timing is tragic, continuously making inappropriate jokes while our Survivors teeter on the edge of death.

His indiscriminate mockery is certainly a “Flaw” in gameplay terms, making him a challenging character. But narratively, this has a deeper meaning. His relentless, unpleasant monologues reflect how humanity changes in response to the massive shifts in the world of Remore.


[h3]Unstoppable Laughter...[/h3]
The Jester’s jokes aren’t meant to bring joy or happiness; they’re closer to a mockery of the current world. Even before Remore’s tragedy fully unfolded, The Jester was someone who made others laugh not by bringing joy but through ridicule.

Yet in the tragedy-stricken Remore, The Jester didn’t hide. Instead, he throws himself into the midst of the enemy, gambling his own life for survival.



What exactly was The Jester thinking, that he would act so boldly? Was he simply showing off his unique abilities, believing he could do what no one else could? Or was it all just a way to mock everyone else, flaunting his power? Or perhaps… has he already given up, surrendering to these trials the world throws at him?

The answer depends on your interest and gameplay. The Jester has always, and still does, hide his true emotions behind his white makeup, living through this tragedy with the thought that all he needs to do is make one person the subject of his cruel jokes to bring joy to everyone else. His genuine emotions, thoughts, and judgments behind that mask will slowly be revealed to the survivors, as they journey through Remore.

That’s just a small introduction to the narrative of this tormented Survivor. Join our Official Discord Riddle Event and help shape the story of the laughing, crying Jester!

We’re preparing engaging stories for all the characters in Remore, so that you, the Survivors, can fully immerse yourself in the world. We hope you look forward to it!

As always, thank you dear Survivors!!
REMORE

[Event Ended] No Survivors Left Behind! Riddle Challenge!



Greetings Survivors!

We want to begin by saying a big thank you to all our Discord members, both new and original.
Your continued support is what keeps us motivated to seek the light out of our development dungeon!

Now that our member base has increased in our official Discord, we want to announce our first No Survivors Left Behind! Discord Riddle Challenge.

Solve the Riddles that will be posted on our Discord channel, #events, during the event period for a chance to submit a name for the new character, The Jester!



That’s right! Win a chance to submit a name that will appear in-game when you recruit, The Jester. Check Rules for more details.

This event is eligible for all Discord members. The Winner will be picked Lottery Style from a pool of participants with the most amount of right Answers to the Riddles.

Good luck Survivors and put those tactical loving brains into overdrive!

Stay tuned for more Discord related events in the future!

[Event Period]
Oct 29 ~ Nov 12 (PT)​

[Winner Announcement]
Nov 22

[Event Details]
Solve the Riddles that will be posted in our official Discord.
Post your answer to the Riddle during the event.
Member with the most correct answers to the Riddles will be selected to name a New Character!

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

2. Post your answer to the Riddle on our Discord channel.

3. When event period ends, Winner of the event will be chosen.

[Rules]
1. Must be an Official REMORE: INFESTED KINDOM Discord Member.

2. Must post answer to the Riddle on our Discord Channel.

3. Must post answer to the Riddle during our Event Period.

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

5. Winner of the event may submit a name to be in the pool of randomize names The Jester uses when recruited.

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

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

8. 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.

9. Submitted names cannot contain inappropriate or hateful language.

10. Submitted names can be rejected at anytime by Development Staff.

11. Riddles will be posted at 6:00PM PDT.

Thank you,
REMORE

[Dev Note] World Time and Map : REMORE Exploration Milestones



Hello, survivors!
Today, we'd like to introduce some exciting new content related to stages.
In the previous dev note,
[Stage System Overhaul], we introduced a major change where each map is the "smallest unit of experience," and allows players to freely move between them. This change creates a sense of "free movement," making the exploration of REMORE more immersive and ensuring that the overall game tempo remains engaging and not sluggish.



However, compared to the previous system, where each map had a clear "start and finish," the new freedom of movement introduced a challenge: it became less clear when to place a pause—or even a full stop—on expeditions. In other words, the sudden increase in freedom led to a loss of clear markers or milestones for exploration.

To address this and prevent players from feeling lost, with this new freedom, we’re introducing two systems that act as temporal and spatial landmarks: World Time and Map.


[h3]World Time: Bringing Expeditions to Life[/h3]
World Time is a new system that dynamically changes the state of each map as the expedition progresses. However, since basing it on "real-time" could create unnecessary pressure in a game where strategic movement is key, the passage of time will instead be linked to the number of movement tiles in the free movement state or the number of turns during combat.

As a result, enemies on each map now have a "respawn time." If you revisit a map shortly after clearing all the enemies, it will remain empty. But after a certain amount of World Time has passed, enemies will respawn. Furthermore, if a map is left unchecked for a long period, more enemies will spawn. We'll delve deeper into this "Dark Shroud System" in a future dev note.

In addition to the introduction of World Time, the state of each map will now be saved. For instance, if you revisit a map where you previously opened a door, that door will remain open, and looted chests will stay empty. Through these changes, we aim to deliver a more immersive experience, making Remore feel like a truly interconnected world rather than just a series of isolated stages.



World Time serves as the temporal progression marker for expeditions. If you've spent too much time on an expedition, the maps will gradually fill with enemies, while the number of items you can gather will noticeably decrease. At that point, it might be time to return to the safe haven for some rest and regrouping.


[h3]Map: Providing Direction for Expeditions[/h3]
We’ve briefly shown an early version of the map in a previous developer note. The initial goal was to create a basic structure that connects maps, distinguishes special maps, and portrays the general geographical features of each region. With these minimal elements, we put together the first draft of the map and conducted internal testing.



After testing, we received a lot of feedback that the previous map was only fulfilling the most "minimal" role. Its only functions were to prevent players from getting lost and to indicate whether a special event would occur in the upcoming map.

As a result, we re-evaluated the information that should be included on the map. Instead of just focusing on what is “possible” from a UX perspective, we aimed for what would be "convenient." We redesigned the map’s structure, revised the labeling methods, and enhanced its aesthetic appeal.



First, we adjusted the icons and sizes of the map symbols. The goal was to make the distinction and importance of each map type immediately clear. To achieve this, we categorized the icons into three types and scaled the icon sizes according to their level of importance.

For the map where the player is currently located, we highlighted the icon's border to make it more visible. This allows players to more easily identify their current location and the next map they will encounter, enabling more "strategic" decisions.

We also marked "safe return points" on the map with icons, as these are key points for the player's journey. Additionally, if important objects are added later, they can also be indicated in a similar icon format, making it easy to see which objects are present on each map.

The result was much easier navigation and the internal testing results were positive too. The fun of free exploration and the appropriate tension were well-balanced, and with the introduction of clear markers for the journey, players could make more strategic choices. Some players might push the boundaries of safety on their expeditions, "Just a little more...!", while others may cautiously reveal the map, making careful progress.

Anyway that’s it for today, we'll be back next week with more exciting news!
Thank you, survivors!
REMORE

[Dev Note] Caught in the Hunter's trap! Just give up!



Greetings, Survivors!

Development journey of REMORE has already been 4 years. Today, we’re taking a short rest, talking about overall progress.

The reason we could stand for this long, severe(?) development journey is your attention, and our will to meet the expectation. And so long, REMORe is heading to a better, more exciting game for sure.

Today, we’d like to say that we found the “Cape of Good Hope” in our journey. We finally designed the concept to be “basis’ of our development journey, so that we can stand and step forward, in belief that the “Completion” of REMORE is not impossible.



What was your “Core Experience” of REMORE? We expect that there would be thrusting enemies, will to survive slashing over them, or shining human wisdom in this progress.

We had a thought that this experience could be organized as “human hymn.” Against overwhelming threat shines human basis value, and that shining moment can be explained as “Core Experience” of REMORE. Despite being human, or rather, precisely because we are human, we aim to allow the experience of the extreme limits of human values through REMORE.

Let’s take a moment to talk about the essence of “games” as a medium. Simply put, a game is a collection of rules, and through this collection, it becomes a playful activity where we can derive “enjoyment.” These rules sometimes test the player's own values, while at other times, they immerse the player in a fictional world, offering new experiences as part of that world.

The virtual world experience that REMORE seeks to offer as an RPG is distinctly different from our reality. The medieval era and the apocalyptic setting are so far removed from reality that players will likely "appreciate" the world of Lemoore rather than "immerse" themselves in it.



So, how can the "Human Hymn" that REMORE offers resonate more vividly with you, the survivors? We aim to convey this through the aesthetic concept of "the sublime."

The "sublime" is a feeling that arises when faced with an overwhelmingly powerful force—such as a natural disaster or war—that makes one acutely aware of their smallness. Initially, one feels despair or helplessness in such situations, but eventually, through recognizing oneself within these awe-inspiring events, human nature shines through. This concept of "the sublime" can also describe the feeling one gets when witnessing something overwhelmingly perfect, like an extraordinary piece of architecture or a breathtaking natural landscape.

In the world of REMORE, a great catastrophe has occurred. This disaster is so absurdly merciless and seemingly insurmountable that it threatens the very survival of humanity. Nevertheless, through the wisdom and will of you, the survivors, the people of REMORE choose to survive and face this catastrophe head-on. And in doing so, their humanity shines, and the sense of the sublime can be felt.



So, what’s changed, you ask? We are now working to further elevate this sense of sublimity. To do so, we plan to depict even more overwhelming disasters and the human will that shines ever more brightly within them. With new content and more engaging stories, we hope to recite this “Human Hymn” even more beautifully.

We are now aiming to take REMORE beyond being a game as a "set of rules" and guide it into becoming a form of "media art." Countless ideas have already been proposed for this, and what remains is the task of refining those ideas and applying them to REMORE. Through this, we believe we can offer you, the survivors, an opportunity to experience the "sublime nature of human will."

There isn’t much time left. Please continue to follow us til the end of Remore’s development journey. Thank you, survivors!
REMORE