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[Event] Discord Invitation Event Winner Announcement!



Greetings New Survivors,

The REMORE: INFESTED KINGDOM Discord Invitation Event is over!

We received many new members during this event and want to take this time to welcome you all! We hope you enjoy your time here and thank you for joining!
Now, we're excited to present our Discord Invitation Event Winner!

[h3][Event Winner]​[/h3]
felder93

[h3][Note] [/h3]
  1. Winner has chosen randomly by wheel system. Please check following Youtube video for details.
    [previewyoutube][/previewyoutube]
  2. Reward has been sent via Discord message, please check your Discord account.

  3. If the code provided as a reward is sold, the code will become revoked.

Congratulations to Winner of the Event!

Once again, a huge thank you to everyone who participated! Stay tuned for more Discord events!  

Thank you,
REMORE

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



Ah, Survivors!

As I mentioned previously in our Dev Notes, this time I’d like to introduce a New Character who uses the Bow as their Main Weapon!

Last week, I introduced the Crossbowman, a class specialized in "Attack Power" from a distance, functioning somewhat like a sniper. The stability that comes with long-range attacks and the powerful damage they can inflict were their key characteristics.



[h3]More than just making simple long-range attacks, the Bow is one of the most "Versatile" weapons in Remore.[/h3]
While the Crossbow is great, it's a bit limited in range despite being a long-distance weapon. The Bow, on the other hand, doesn't hit quite as hard as the crossbow, but it makes up for that with its precision. You can target and take out specific enemies from a distance. Unlike the crossbow, which needs the right conditions to deal maximum damage, the bow lets you pick off key targets or disable threats no matter how the enemies are positioned.

We really wanted to emphasize this versatility. The bow is meant to be a weapon that can attack reliably in almost any situation, and that's what makes it so unique. So, any class that uses the bow as their main weapon should be able to create favorable situations for their team and consistently land their shots, no matter what’s happening.

There are lots of ways to create advantages in battle. You can lure enemies into an ambush or position them perfectly for a Pincer attack, or you can adjust their formation to fit within an ally's attack range. But those strategies are better suited for other classes we’ve already designed, especially the close-range fighters. That’s why we needed to come up with a new way to make enemies vulnerable.



So, we needed a class that could create negative situations for the enemy, while still fitting the role of a long-range attacker. Instead of dealing massive damage, this class would focus on providing better attack opportunities for other characters, acting as a sort of "Jack-of-all-trades" support character.

That's how the new "Trap" mechanic was born.


[h3]A New Way to Control Enemies: Traps[/h3]
Traps are a simple mechanism that pins enemies in a specific location. The most common use is to immobilize enemies, preventing them from moving on their turn or locking them in a vulnerable position for your allies to take advantage of.

We’ve added a unique tactical twist to these traps, specific to our game’s combat style. In Remore, “Surrounding” the enemy is a crucial mechanic, and achieving this often requires adjusting the enemy's position. With that in mind, we designed traps so that any enemy caught in one is treated as "terrain," meaning they can be used to efficiently surround other enemies.

During internal testing, we received a lot of feedback about the difficulty of surrounding enemies. While it's a highly advantageous tactic, creating the right conditions for it can be challenging. Specifically, players pointed out that when there are a lot of enemies, there often isn't enough "terrain" to fully surround them. But by making some enemies function as terrain through traps, it becomes much easier to set up a surround attack. So, not only do traps restrict enemy movement, but they also lay the groundwork for controlling other enemies.

Inspired by this idea, the Hunter is designed to be versatile ranged playmakers who can utilize traps and create favorable environments for their allies.


[h3]Bear Trap: "Walked Right Into My Trap!"[/h3]
The Bear Trap is a skill that sets a trap to subdue enemies, as mentioned earlier. It activates when an enemy steps onto it, meaning you need to predict the enemy's movements. Where the enemy gets pinned can significantly disrupt their formation.

Just being able to control enemy positioning in a grid-based puzzle is a huge threat, but the most dangerous aspect of the Bear Trap is that enemies caught in it are treated as "terrain." This gives you a major advantage in making successful collision or surrounded attacks, allowing you to dominate the battlefield.



The Hunter predicts the enemy's formation, sets a Trap, and then moves to a safe position out of the enemy's reach. When the enemy steps on the trap, their formation collapses, leaving them exposed and vulnerable to the team's attacks. This is the essence of the "Hunter"—fully prepared and ready to unleash everything to take down their prey.


[h3]Prey Caught: "The Hunt Always Goes as Planned."[/h3]
It’s not easy for an enemy to accidentally fall into a Trap set by the Hunter. However, when the hunter’s planning comes together, their power is formidable. The Prey Caught trait allows the hunter to recover some of their weapon stamina whenever an enemy steps into their trap.



As mentioned earlier, the Hunter specializes in using the Bow to attack enemies at any range. This means that any enemy caught in a Trap becomes a target for the Hunter. Thanks to the Prey Caught trait, the Hunter gains the opportunity to finish off trapped enemies with ease.


[h3]Knockback Shot: "The Enemy is Always Exactly Where I Want Them to Be."[/h3]
The Hunter’s Traps won’t always catch every enemy. Sometimes, enemies may stop just short of the trap, or their formation might not be as advantageous for your team as you'd like. But the Hunter is a long-range specialist, a master at controlling the battlefield from afar.

Knockback Shot is a skill that disrupts enemy formations from a distance and creates favorable conditions for your allies. It pushes shot enemies to the sides, allowing you to force them into traps or adjust their positioning to benefit your team.



The Hunter’s primary goal isn’t just to eliminate enemies but to place them in even worse situations from a more advantageous position. Push Shot perfectly aligns with this goal, creating chaos for enemies and new opportunities for allies.


[h3]Missed Shot: "You Know I Didn’t Mean to Do That… Right?"[/h3]
Even the most skilled Hunter can make mistakes. While it would be ideal for every shot to hit the intended target, the Hunter’s Missed Shot trait adds a small touch of unpredictability. Occasionally, the Hunter may end up shooting someone they didn't intend to.



Of course, the Hunter won’t shoot an arrow into the back of an ally’s head, but even the most carefully crafted strategy can sometimes have a small misstep. Just as there is no such thing as a flawless strategy, the Hunter, too, may slip up from time to time.

So that’s it for the Hunter introduction! We’re excited to show off all the new gameplay possibilities!

As always, we’ll be back next week with more updates.

Thank you!
REMORE

[Dev Note] The Arbalist sets his sight!



Greetings, Survivors!

Today, we’d like to introduce a New Character!

For those of you who have been following our game since Early Access, you may recognize a familiar face: Edwin is returning to the Survivor’s camp! No longer a young apprentice, he's back in the world of Remore with a new class concept: the ranged attack specialist "Arbalist".



[h3]Edwin, No longer a Trainee, but an Expert![/h3]
In Early Access, "Edwin" played a "Support" role, attacking enemies from the back lines in contrast to the close ranger combat of Willam (now Royal Guard) and Duirmuid (now Barbarian). He was equipped with spears and bows rather than two-handed swords or axes and would "support" Willam and Duirmuid as they attacked from the front.

Skills such as "Side Step" were also used in a relatively defensive manner, allowing them to break free from “Caught,” get away from the enemy, and then set up a secondary attack from the back row, which is what we intended at the time.



However, as we’ve mentioned before with the Royal Guard and Barbarian introductions, Remore has shifted from focusing on individual character backstories to centering on the overall world narrative. Because of this, there’s no longer a need for an apprentice-type character growing into their role, either from a storytelling or gameplay point of view. Now, we need characters who are more specialized and professional, especially when it comes to supporting the frontline fighters.


[h3]The Sharpshooter: Powerful Ranged Attacks[/h3]
There’s always been a need for characters that can safely attack from behind the sturdy frontline warriors. We saw this dynamic in the Early Access version with Willam, Duirmuid, and Edwin. But as we’ve said in previous dev notes, "Support" characters are no longer part of the plan. Instead, every character now needs to carry their own weight, which led us to develop a dedicated "ranged damage dealer" role.

While the idea of attacking enemies from a distance isn’t new—bows have existed in the game since Early Access—we’ve now reached a stage where every class has a "main weapon" (like the Barbarian’s two-handed axe or the Mercenary’s polearm). So far, we haven’t had a class where the bow is the primary weapon.



When we decided to look at ranged characters, we wanted to expand the types of ranged weapons available, as having different types of ranged weapons allows for more versatility and personality for ranged characters. In the same way the two-handed sword that specializes in a wide ranging attack versus the two-handed axe that specializes in a horizontal attack does for their related character.

The traditional bow was a weapon that could reliably hit a single target at a decent range, with relatively low damage in return. In contrast to this, we've added the Crossbow, which can only hit in a "straight" line, but has an AoE attack (rather than single target) and does more damage. In other words, while the bow is a more generalized ranged weapon, the crossbow is a more specialized ranged weapon that can do more solid damage.

The roles naturally split, with the bow user becoming a versatile multi-role character, while the crossbow user specialized in offensive sniping. The more "standard" ranged damage dealer seemed to be the crossbow user, focusing on pure offense instead of complex mechanics. This made the crossbow user a typical ranged attacker, fitting the "starting member" role. Edwin, part of the Early Access version, was chosen as a crossbowman because he fit the role of a traditional long-range damage dealer.


[h3]How the Crossbowman Survives REMORE[/h3]
After defining the crossbowman’s main strength—long-range, straight-line attacks—we thought about how this character would work with other classes. Most classes fight up close, but the crossbowman hangs back in a safer position, picking off enemies. The big advantage here is that they can deal consistent damage every turn.

To balance this, we gave the crossbow a longer cooldown. But if you play the crossbowman well, there’s a trait that lets you reduce this cooldown. We also added a skill that randomly hits an enemy within range, adding an element of unpredictability. Overall, the crossbowman is designed to be a bit trickier, rewarding players who can make the most of the right conditions.



To give the crossbowman more power than a normal bow user, we added a skill that can hit multiple enemies in a line and deals more damage with each one it passes through. This really drives home the idea of the crossbowman as a heavy-hitting, long-range damage dealer.
Their main stat is “Dexterity,” which boosts critical hit chance and accuracy as it increases—perfect for a crossbowman focused on sniping enemies from a distance. However, they’re not very sturdy, so they’re vulnerable to attacks and need to stay in the backline, avoiding damage as much as possible.


[h3]Random Shot: "If you step into the crossbowman’s range, you better be ready!" [/h3]
"Random Shot" fires at a random enemy within range. It hits hard, but if there are multiple enemies around, you’ll just have to hope it hits the one you want.

This randomness isn’t to make the crossbowman a crap shoot. It’s more about rewarding smart play. If there’s only one enemy in range, it’ll definitely hit them. Plus, you can coordinate with your team to make sure that no matter who gets hit, it still works in your favor.



[h3]Quick Reload: Rapid-Fire Frenzy[/h3]
"Quick Reload" is a unique trait of the crossbowman that offsets the relatively long cooldowns of crossbow skills. With this trait, every time you attack with a crossbow skill, the cooldown for all crossbow abilities is reduced by 1. This means you can rotate through multiple crossbow skills and attack up to three times in a single turn.

While any character can equip a crossbow and enter battle, they’ll have to deal with its long cooldowns. Only the crossbowman can handle the weapon without slowing down! Thanks to this trait, the crossbowman can unleash powerful crossbow attacks repeatedly, without worrying about cooldown times.



[h3]Piercing Shot: Line Up! Line Up![/h3]
Piercing Shot is the crossbowman's "Ultimate" skill, dealing more damage the more enemies it hits. It fires through all enemies in range, and the damage increases as it pierces through more targets.

True to the crossbowman's "offense-focused" concept, Piercing Shot is a powerful ability that can turn the tide of battle if used wisely. The ideal scenario is to line up as many enemies as possible, especially with a high-health target at the back, so you can maximize the damage across multiple foes.



[h3]Emergency Reload: Hold On, My Arrow’s Stuck![/h3]
Even the mighty crossbowman makes mistakes! With each use of a weapon skill, there’s a small chance the skill’s cooldown will be reduced by 1, but there’s an even smaller chance that the cooldown will increase by 2.

If you're lucky and the cooldown is reduced, that’s great! But if it increases by 2, it could be a serious setback, potentially forcing you to rethink your entire strategy. That’s why the crossbowman always needs a Plan B. Sometimes, it might be better to retreat, regroup, and then jump back into the fight.



So, what do you think of Edwin’s transformation into the Arbalest? We can’t wait for you to give him and his trusty crossbow a try for yourself!

Next week, we’ll be back with news about a new character who uses the "bow" as their main weapon, which we hinted at earlier.

Thanks again!
REMORE

[Event Ended] Official Discord Invitation Event



Greetings Potential New Survivors!

We would like to Cordially Invite You to the Desolate Lands of REMORE: INFESTED KINGDOM through our Official Discord Channel!

A vile apocalyptic land awaits in Remore where terror lurks in every corner...
You are going to need a place to gather among your peers...
A haven from the coffee guzzling, happiness-devouring Infested that roams outside.

Enter our Discord, a place where like-minded individuals such as yourself can share or gossip tidbits of Remore knowledge or lore! Or not! We got Random rooms too!
We also got Update cookies~~

BIG NEWS!!! - - - Join During this Event Period for a Chance at a Free Copy of REMORE: INFESTED KINGDOM Early Access Version.

Only New Members are eligible for the event.
However, don’t worry my original OG Discord members! We did not forget about our preciouses!
Stay tunned for more Discord related events in the future!

[h3][Event Period]​[/h3]
Sep 24 ~ Sep 30 (PT)​

[h3][Winner Announcement]​[/h3]
Oct 8 (PT)

[h3][Event Details]​[/h3]
Join REMORE Discord Channel

[h3][Rules] [/h3]
  1. Only users who newly joined the REMORE Discord channel after the event announcement was posted are included to the event.

  2. Users who have already joined the channel are excluded.

  3. Users who joined REMORE Discoed channel after the event period will be excluded​

  4. 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.

  5. 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

[Dev Note] Survivor's New Ultimate: Pincer Attack!



Hello again, Survivors!

Last week, we talked about the big changes coming to the Stage System and all the tweaks we’re making to support it. Since it’s a major overhaul, all the Dev Team is hard at work rebuilding the system from the ground up!

Even though we’re focusing on this, as we mentioned before, the heart of Remore is still all about "Combat." We haven’t lost sight of that and are constantly brainstorming ways to make battles more fun and tactical—pushing players to get creative in every fight.

In the Early Access version, the key combat systems we introduced were the "Ambush" and "Surrounded" systems. Both of these required sharp attention to enemy sightlines and tactical thinking around positioning your team and the enemy.



[h3]Thoughts on the Current Combat System[/h3]
As we’ve been tweaking the stage system and running internal tests, we've gotten a lot of different feedback on Ambush and Surrounded. The main goal was to create combat that’s “challenging but rewarding,” and overall, people seemed to like that direction.

When we talk about “rewards,” there are two types: in-game rewards and the emotional payoff for the player. The in-game reward is pretty straightforward—it’s about whether the extra damage you deal matches the challenge of pulling off an Ambush or Surrounded attack. We've been working to balance that extra damage and think we’ve found a good middle ground where the difficulty feels fair.

As for the emotional side, it's about whether these combat mechanics actually feel satisfying to use. To hit that mark, we focused on making sure Ambush and Surrounded attacks look and feel right, with the right effects and atmosphere.

With Ambushes, we think we’ve nailed it. The system lets you attack enemies from outside their field of view, which fits perfectly with the “Ambush” concept. The gameplay works really well with stealthy characters like the Shadow Sister, allowing them to take out enemies without leaving any witnesses—a true ambush in every sense.



When it comes to Surrounded attacks, some players felt that the emotional payoff wasn’t strong enough. The idea is that you need to surround an enemy with your team before attacking, but it’s harder to pull off than it sounds. Whether or not you can set up a Surrounded attack depends a lot on how the enemies are positioned, or what skills and resources your team has, so it’s not something you can easily do all the time. You really have to take advantage of the right moment to make it work.

It makes sense that an enemy would be more “vulnerable” when surrounded, but since individual characters still do the attacking, the feeling of “everyone teaming up” to strike doesn’t really come through. That sense of a coordinated group effort felt a bit lacking.



So, we needed to add an emotional reward for creating a Surrounded situation, something that would be tangible and fun - something that would raise awareness of the situation and give it more emotional appeal. So, we'd like to introduce you to our new combat system, Pincer Attack.


[h3]Survivors' New Ultimate: Pincer Attack[/h3]
Pincer Attack is a new skill that can be used when three characters are all adjacent to an enemy, under the same conditions as a Surrounding (flanking) situation. It acts as a new gameplay reward, offering a bonus attack opportunity during a Surrounded situation, and thus, it doesn’t require any additional WP or TP to activate. However, unlike other skills, it is limited to once per turn.

When Pincer Attack is triggered, all members of the expedition team attack the targeted enemy. Not only does the game display the attack in simple pixel graphic animations, but it also shows cut-in illustrations of the characters participating in the attack. Through this visual effect, we wanted to convey the message that a surrounding situation is an overwhelmingly advantageous moment for the team and drives home the impact of all characters jumping in on the attack, delivering a satisfying and visceral reward for pulling it off!



The most basic use case is to quickly eliminate enemies with high health that are difficult to take down in one hit. By using a Pincer Attack in a Surrounded situation, you can defeat a fairly strong enemy in a single strike. Additionally, since the Pincer Attack doesn’t consume WP or TP, you’ll be able to save resources to deal with other enemies after taking down a powerful foe.

This increases the necessity of creating Surrounded situations, significantly boosting the value of battlefield control. You can move enemies to desired positions using abilities like pushing and pulling, then more efficiently surround them with less cost.



This means the value of movement skills has increased greatly. You'll be able to utilize the Jester's various movement skills, the Royal Guard's position swap, and more to get your characters deeper into the battlefield, create an opportunity, and create a Pincer Attack situation.



To sum it up, Pincer Attack is like an “Ultimate Move” that can be used once per turn when you’ve surrounded an enemy. Thanks to this clearer effect, surrounding enemies has become a much more exciting and essential combat mechanic, giving players both a gameplay and emotional reward.


[h3]What's Next?![/h3]
The internal feedback has been really positive. Many felt that controlling enemy formations to set up Pincer Attacks made the game more fun and rewarding. Plus, there was a lot of love for the satisfaction and impact of the move’s visuals.

Next, we’re looking at expanding this reward system with Pincer Attacks for wide-area Surrounded situations, where you trap multiple enemies at once. Pulling off a wide-area Pincer attack takes clever battlefield control and resource management, making it one of the more challenging puzzles in the game. So far, the only reward for a wide-area surround has been extra damage, but we're aiming to make it even more exciting!



We’re also planning to introduce “AOE Coordinated Attacks,” where you can use large weapons like greatswords or two-handed axes to hit multiple enemies at once. While setting up an AOE Coordinated Attack will be tricky, mastering it will help you fend off the darkness in Remore even more effectively.


[h3]Wrapping Up: Shifting Focus from “Penalties” to “Rewards”[/h3]
Up until now, Remore’s combat system has been all about harsh, intense battles that fit the “medieval apocalypse” setting—focusing on difficulty and overwhelming enemy forces.

While overcoming tough situations is the essence of a tactical game (and we’re not about to turn this into an easy, casual experience), we realized that giving players opportunities to create their own “advantages” would make the game more fun. Our recent playtests have backed this up, with players responding positively to this approach.

Our goal is to build a game that’s still “challenging and tense” but also “fun and rewarding.” And with that, the development journey of Remore continues.

Stay tuned for more updates next week.
Thanks for sticking with us, Survivors!
REMORE