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[Dev Note] Colorful Characters



Hello, Survivors!

In the previous Dev Note, we introduced two reworked Characters and, over the previous couple of weeks, four other new Characters.

As mentioned in these introductions, the planning, addition and rework of our diverse cast of characters was necessary to accommodate the addition of various new systems in Remore's Development Journey. This need stemmed from the requirement for characters with unique personalities.

For example, with the Ember Memory Bonding, it became possible to customize the abilities of characters, which necessitated them having unique skills and traits as their foundation. Additionally, with the introduction of new combat system mechanisms, there was a need to adjust and add characters who could utilize these mechanisms more effectively. Examples include the Shadow Sister with stealth abilities to smoothly execute ambushes and the Mercenary with battlefield control abilities to easily create “Surrounded” situations.



[h3]Infusing Characters with Vibrancy Through In-Game Representation[/h3]
Until now, the features of the characters we introduced have focused on their functional aspects, highlighting their system-based uniqueness; however, we believe if we view our characters not like chess pieces used in combat but instead as our "Companions" who live and breathe within the world of Remore, the immersion becomes significantly stronger. This is how the consideration of revealing characters' uniqueness in an "Emotional" way began.

One way to imbue such vibrancy into characters is by giving each character a narrative. Providing a backstory for how each character joined the world of Remore showcases their individuality and explains how their skills or traits connect to their character. This approach was slightly demonstrated in the previous individual character introductions.

The second, more direct method we will introduce today is to express how these characters "Act" in the game. This involves discussing how characters appear, speak, and move within the game, thereby bringing them to life through their in-game images and dialogue.



Previously, we introduced key art for some of the characters. This serves as a clue to how the character will be represented and perform in the game, acting as a blueprint to define and solidify the character's concept during the planning process. Based on this concept, the specific in-game representation of the character, such as sprite art and scripts, is developed.

This week, we will introduce the newly created in-game sprite art and scripts for the characters and discuss the development process of bringing these characters to life.


[h3]Inquisitor: From Shovel-Wielding Heavy Infantry to Pious Judge[/h3]
The Inquisitor is a strict judge who rejects anything that goes against his deep faith. To give the impression of piety and sincerity, we designed his key art with a neat, predominantly white outfit. Additionally, to convey the image of a holy protector, we included gold accessories, to give an air of dignity.



I’ll share an interesting development story about the Inquisitor's key art. During the planning process, we decided that the Inquisitor's primary weapon would be a Two-handed Mace, and the Tier 1 Mace in our game at the time was a Shovel, which meant that the Inquisitor was supposed to look reverent and solemn, and we were working on key art of him holding a Shovel. While we thought the image of the Inquisitor with a shovel was quite appealing, we decided to change the shovel to a rusted Two-handed Mace to increase his sense of majesty.



The original in-game sprite for the Inquisitor had a bulky physique and proportions, a concept that fit well with the key art. Therefore, in creating the new sprite, we aimed to retain the existing body shape and proportions as much as possible to emphasize the Inquisitor's larger and sturdier appearance compared to other characters.

While the original sprite had a predominantly gray and monotonous feel, the new sprite, based on the key art, incorporates a variety of colors such as white and gold. This resulted in a more vibrant and ornate appearance for the Inquisitor.

During this process, numerous religious symbols were used in the Inquisitor's attire. It was essential to simplify these symbols in the pixel art to retain the key art's impression while avoiding an overly complex look.



While we gave the Inquisitor a divine image, we also gave him the trait "Guilty" to represent the fact that his faith is so deep that he feels guilty even as he slays those who have become monsters. The Inquisitor's trigger is announced with a script that shows him lamenting, "What suffering I’ve caused..." as he defeats his enemies, unable to abandon his faith in the face of the tragedy that befalls Remore.


[h3]The Jester: A Bitter Laugh in Dark Times[/h3]
The original image of the Jester was composed of red and blue contrasting clothing and facial makeup to create a comical feel. The basic direction of this concept was in line with our development direction, so we kept the basic framework, but for the new key art, we wanted to create a more playful, exaggerated, and ironic mood that befits the tragedy of Remore. For example, we added bells to the headdress to create a playful expression with each movement.



For the in-game sprites and scripts, our main goal was to bring out the "Playfulness" of the character, more specifically the cynical clown feel of the heavy Remore vibe.



The in game sprite is designed to have a playful feel to their clothing and facial makeup, and we had a production hiccup with the facial makeup: when updating from an old sprite to a new one, the sprite artist understood the facial makeup as a mask on the key art, which prevented the animation from showing facial changes.

The Jester’s lack of facial expressions, even when under attack or in a crisis, created an eerie, imposing appearance, which was not what we were going for, as we wanted to convey a sense of playfulness rather than creepiness. We have since modified the sprite to have facial expressions like the other characters, which helps convey a more frivolous and lighter feel.



The Jester's cynical sneer is often demoralizing, adding a snide comment to an ally's mistake. His "Sarcasm" trait is an extension of this idea, altering an ally's stats when they miss an attack. The Jester's condescension, muttering "Hehe. You even know how to use that thing?" every time Sarcasm triggers, will have you wanting to wipe that smirk off his face!


[h3]Shadow Sister: Sinking into Darkness Deeper than Shadows[/h3]
The Shadow Sister’s character has been redefined to be even colder and more resolute than before, aiming to present the impression of an assassin who moves within the shadows and venerates the light of faith.

This direction was reflected in the key art as well. Firstly, the overall tone of her outfit was darkened compared to the original to contrast with her pale skin, giving her a more intense and somewhat eerie appearance. Additionally, a red mark on her forehead was added to enhance the sense of ruthlessness, complementing the stark contrast between black and white.



For the in-game sprite work, we put a lot of effort into the coloring, as her darker tones would essentially be hidden within the dark background of Remore. We wanted to keep the colors desaturated enough to make her visible, but still give her the feel of a calm assassin. To capture this calmness, we kept the details to a minimum and focused on the expression of her silhouette, such as the movement of her veil as she moves, so that she is both visible as a character and calm in her demeanor.



A stealthy, shadowy warrior nun, she is at her best when attacking from out of sight. When attacking enemies out of sight or from stealth, she'll cut their throat before they even realize it, but due to her "Stage Fright" trait, she's not as effective in open combat.

Another development story behind this trait: during internal testing, we were initially concerned that "Stage Fright" might detract from the Nun's assassin-like qualities. However, as testing progressed, we found that it actually emphasized her qualities as the perfect (?) assassin, and so the Nun actually became the first nerf as she was just that good! (though even pre nerf she was a lot of fun to use). It was at that time our beloved Battle Sister earned her nickname "The Ninja Nun".



When designing these characters, our primary concern was how they would feel to you, the players. While we're excited for you to see our intentions during actual play, we're battling on along our Development Journey to ensure that these characters fit into the overall vibe of Remore that we're trying to create, and that the world really comes to life.

Next week, we'll be covering another big change to the Character System, so stay tuned!

Thank you, Survivors!
REMORE

[Dev Note] The Mercenary Sinks Her Hooks Into Battle!



Hello, Survivors!

Over the past two weeks, we introduced the reworkings of two Characters we've been journeying with since Early Access: The Outsider Diurmuid and the Knight-Errant Willam, now known as the Barbarian and the Royal Guard.

First, to those of you who might be expecting, "So, is it Edwin's turn today?" Well, Edwin is still preparing his grand (re)entrance so please wait just a little longer for his return!

The character I want to introduce today is the Mercenary, a new character who was foreshadowed in some of the gameplay systems and mechanics in Early Access.



The Mercenary is an expert in combat who can push and pull enemies, disrupt their formations, and create advantageous situations for allies. Before we delve into a detailed introduction, let's talk about the considerations that went into her creation.


[h3]First Consideration: How Can We Enhance the Fun of Spatial Puzzles?[/h3]
From Early Access until now, we have strived in various ways to provide more intriguing spatial puzzles expected in grid-based strategy games. Among these, pushing and pulling enemies by tile units has received positive feedback from both you, our survivors, and internally.

In grid-based strategy, pushing and pulling are relatively common strategic elements. Therefore, we took it a step further by adding play systems and elements that allow for more proactive and strategic use of these abilities. For example, the system that deals Pain damage upon Collision or the Blister that explodes upon Collision, dealing damage over a wide area, were introduced.



During Early Access, all three playable Characters had battlefield control abilities to push or pull enemies through their character skills, weapon skills, or shared items. We thought having more Characters with more battlefield control options would diversify strategic possibilities.

However, as development progressed and the number of playable Characters increased, along with giving each Character their unique identity, we shifted our focus. Instead of providing each Character with equal battlefield control abilities, we aimed to open up the possibility for customizing these abilities for each Character.

This leans into customizing individual Characters' abilities through the "Embers of Memory" mentioned in previous DevNotes. The current direction for Character and skill development focuses on allowing a variety of battlefield control abilities depending on which memories are bound to the Character. This customization includes a skill set that uses abilities like pulling, others focusing on the surrounded mechanic, and many more.

During this process, we realized that having Characters with unique battlefield control abilities could provide more diverse tactics and interesting experiences. This marked the beginning of our second consideration.


[h3]Second Consideration: How Can We Maximize the "Personality" and "Value" of a Positioning-specialized Character?[/h3]
When renewing existing Characters or planning new ones, our guiding principle has been to highlight each Character's "personality." As introduced in the previous DevNote [Meet the New Faces!], the three new Characters showcased, as well as the reworked Characters introduced over the past two weeks, all presented "distinct characteristics" for each Character, along with an explanation of the skills that support these traits. When players utilize these Characters effectively, the "value" should manifest through rewarding and satisfying gameplay.

For example, the Barbarian is characterized as a warrior capable of making ruthless strikes while maintaining cold, strategic judgment, allowing them to gain tactical advantage through aggressive plays against multiple enemies. The Royal Guard, on the other hand, embodies the steadfastness of a protector, ensuring the safety of allies by tanking enemy attacks when standing by their side.



In order to design a new Character with battlefield control as a "defining characteristic," we needed to give them a more powerful and unique ability that was different from the weapons and Ember Memories that other Characters can get. More specifically, we wanted to overcome the limitations of push/pull in Early Access and current development and give them a personality like a "battlefield magician" who is unrivaled when it comes to battlefield control.

We decided that the best way to exert battlefield control is to be a support dealer who can reliably target enemies from mid-range, which led to the creation of a new Character, the Mercenary, who utilizes long weapons such as the Spear and Polearm to provide powerful damage along with the "value" of support roles.


[h3]The Result: The Mercenary, Tearing through Enemy Formations and Dominating the Battlefield.[/h3]
The specific concept of the Mercenary was adopted based on her skillful handling of a grappling hook, her ability to wield long weapons, and her masterful maneuvers on the battlefield. Hired as mercenaries for their prowess in other lands, the Mercenary is confident and adept on the battlefield, pushing and pulling enemies from multiple directions, breaking up their ranks to create an advantage for their allies.


[h3]Multi-Pull: Reel in Enemies to Attack Them[/h3]
"Multiple Hook Pull" is a central Mercenary skill that is the successor to the Hook Throw. However, as is typical of a Mercenary who wields a grappling hook like it’s her second nature, this skill has been enhanced to allow you to pull two enemies at once.

Whether you're pulling enemies in with your grappling hook to close the gap or pulling them into your allies' attack range, or even slamming enemies into each other from mid-range to deal heavy damage and disrupt formations, you'll have plenty of versatility.



[h3]Prepare to Pull Hooks: Combinations of Grappling Hooks and Longswords[/h3]
A Mercenary who is skilled in the use of the Grappling Hook will alternate between Multiple Grappling Hook pulls and attacks in the same turn, maximizing its use.

"Prepare to Pulll Hooks" allows you to reset the cooldown of Multiple Hooks Pull by attacking an enemy with a Longsword after using Multi-Pull, allowing you to use the skill multiple times in a turn. This means that if you don't get the enemy formation you want on the first try, you'll have another chance right away. You'll be able to control, attack, control, and then control again, selfishly taking down your enemies.



[h3]Vertical Push: You Never Saw It Coming![/h3]
"Vertical Push" is a new way to attack that hasn't been seen in Remore before. It utilizes your hook to push enemies left and right, creating a new direction of Collision for enemies at mid-range (much like a Knight in Chess). Dragging left and right can also be utilized to kill two birds with one stone by slamming them into low health enemies, or to completely disrupt a group of enemies by crashing one of them into a dangerously positioned Blister.

It's a new type of puzzle element in Grid-based strategy, and while it's a bit more challenging, we think it’s really satisfying!



[h3]Hangover: I Feel Nauseous...[/h3]
Whether it's the confidence of battle or the tragedy that befell Remore that has taken its toll on their minds, Mercenaries love a good drink and are always hungover. Even on the eve of battle.

As a result, Mercenaries sometimes stumble. The "Hangover" trait of the Mercenary can sometimes send them stumbling in directions they don't intend, and while it's sometimes a cute mistake, it can also be a deadly step into enemy territory, so be careful.



[h3]Why Use the Mountain Mercenary, Master of Enemy Disruption?[/h3]
By utilizing "Multi-Pull" and "Prepare to Pull Hooks", the Mountain Mercenary can pull multiple enemies in a single turn to create a one-hit wonder. Add “Surrounded” positioning to the mix and you're good to go.



"Vertical Push" allows for new attack compositions that only a Mercenary can create: "Multi-Pull" to pull enemies into position, then "Vertical Push" to wreak havoc before they know what hit ‘em!



So, let us know, what do you think of the Mercenary? We're confident that Survivors who enjoyed the old "throw the grappling hook" method of disrupting enemy formations will be excited to test them!

We'll be back at this time next week as we prepare for the next phase of Remore's development.

As always, thank you, Survivors!
REMORE

[Dev Note] On the Royal Guard's watch, none shall be lost!



Hello Survivors,
Starting with the introduction of the Barbarian's revamp in last week's Developer Note [The Barbarian’s Rampage!], we have been looking forward to sharing more reworks of existing characters and the addition of new characters that we are currently preparing.

Today, as mentioned last week, we would like to talk about the transformation of the Knight Errant, known as "Willam," into the "Royal Guard."



[h3]Willam, the Knight Errant Faces Tragedy[/h3]
Willam, who has played the role of leader of the Remore survivors, was the central protagonist of the ongoing story and the first character survivors encounter upon stepping into the world of Remore. In a world struck by tragedy, he is the "Knight Errant" who fights against hordes of monsters and heretics with a determined will to survive despite losing his loved ones.

From a gameplay perspective, the Knight Errant was designed as a seasoned knight who has survived in the world of Remore. He wields a one-handed weapon and shield, adeptly performing roles ranging from fierce attacks to protecting allies, making him a reliable all-rounder.

The skill that symbolizes the Knight Errant, "Swift Save" is a distinctive ability that allows him to save allies affected by the "Caught" mechanic, a key combat system in the Early Access version, and face enemies instead. Additionally, his unique perk "Swap Positions" enables him to switch places not only with allies but also with enemies, opening up strategic possibilities for more diverse formation configurations.



[h3]A Stalwart Guardian at the Front Lines[/h3]
The versatility of the Knight Errant, able to excel in both offense and defense, was evident in his Perks.

When focusing on developing his defensive Perks, he can take on the role of a sturdy tank who easily withstands enemy attacks. Perks such as “Ready Counter,” which grants weapon action points when taking hits, and defensive boosts like “Concentrated Defense” and “Complete Defense,” which either increase defense when using the shield skill or even reduce incoming damage to 1, are designed to allow him to effortlessly endure enemy attacks.

Moreover, even with this defensive playstyle, our intention was for him to play the role of a sturdy tank who can retaliate more powerfully than the damage he receives, thanks to the “Reinforce Counterattack” Perk.



[h3]A Duelist Skilled in Sustained Combat[/h3]
Alternatively, there is a playstyle archetype that focuses more on the offensive capabilities of the Knight Errant. Perks such as “Continuous Combat,” which grants WP upon defeating an enemy, and “Focused,” which grants additional weapon action points and higher attack power for each enemy defeated during the current turn, are prime examples.

Furthermore, by utilizing “Concentrated Attack,” which enhances critical hit rate, players can choose an aggressive strategy that involves continuously attacking enemies with a one-handed weapon consuming fewer action points, similar to a duelist. This approach offers a different charm compared to other characters. Even when operating the Royal Guard in an offensive manner, our intention was to enable a stable damage dealer role capable of a "damage exchange" by using the “Reflexes” Perk, which grants evasion rate upon defeating an enemy.



Thus, the Knight Errant has thrived in the world of Remore during Early Access as an all-rounder character, excelling in both offense and defense.


[h3]The Transition from Knight Errant to Royal Guard[/h3]
As we proceed with character reworking, our primary focus has been on allowing more diverse strategies within the new game systems, along with carefully selecting and concentrating on specific concepts, as mentioned last week.

Narratively, Willam, the Knight Errant who wandered around the world, needed to step back from the center of the story and become more integrated into the game's narrative. From a gameplay perspective, we aimed to focus more on his role as a "Guardian," protecting allies, which required a new name and abilities that fit this concept.

The resolve that Willam held as the "Knight Errant" has been inherited and reborn under the new name "Royal Guard." This marked the beginning of our efforts to align his skills, perks, and overall utilization with the specific concept of the Royal Guard.
Strategically, Willam was designed from the Early Access stage with high strategic value in mind. The intention was for him to act as a game maker of the grid-based spatial tile puzzles through abilities like "Swift Save" or "Swap Position."

Furthermore, his fearless advancement into the midst of enemies to save allies by switching positions embodied the essence of a "Knight." Maintaining the core foundation of this ability, our goal was to appropriately adapt it to fit the current gameplay, ensuring it remains strategically viable.


[h3]Swap Positions: "Leave This to Me!"[/h3]
The Royal Guard's "Swap Position" skill inherits the Perk of the same name from Early Access. The significant difference is that, from the very beginning of playing the Royal Guard, you can swap positions with both enemies and allies.

The reason for this "upgrade" lies in the changes to the game system. With the removal of the "Caught" mechanic, simply changing positions with allies does not give the "Swap Position" skill much significance. However, the ability to swap positions with both allies and enemies synergizes excellently with the new "Surrounded" system.

We concluded that there was no need to restrict this engaging spatial tile puzzle experience to character growth. "Swap Positions," with its ability to disrupt enemy formations and create advantageous positions for allies, stands out as the most distinctive and emblematic skill of the Royal Guard.



[h3]Back to Back: "A Knight Grows Stronger Through Defense"[/h3]
Even if controlling battlefield positioning through "Swap Positions" has become a core skill of the Royal Guard, the traditional role of Willam, balancing offense and defense as an all-rounder, remains an appealing play archetype.

To integrate these two characteristics into a single concept, a new trait called "Back to Back" has been added, allowing the Royal Guard to gain bonuses tailored to controlling enemy formations like a seasoned warrior. Depending on whether the target of the position swap is an ally or an enemy, the renewed Royal Guard can obtain increased attack power or defense or deal higher surrounding or collision damage. This enhancement aims to further enhance the strategic potential, reflecting our intention to skillfully dominate the battlefield.



[h3]Protect Ally: None Shall Bleed Behind Me[/h3]
While it is clear in gameplay that the Royal Guard can robustly withstand enemy offensives through the “Swap Positions” skill and “Back-to-Back” trait, we determined that these alone did not satisfactorily fulfill the knightly premise of protecting allies. Thus, there was a need to design a new defensive mechanism.

We considered the moments when characters in the tank role experience the greatest satisfaction in gameplay. Consequently, in the turn-based strategy genre of Remore, we converged on the concept of "defending an ally who is about to be attacked at the right moment." And that "right moment" was just before the attack, during the enemy's turn.

The renewed Royal Guard now automatically activates the “Protect Ally” skill right before an adjacent ally is attacked, swapping places with the ally to take the hit.



[h3]Shackles of Responsibility: I Cannot Let Someone Die Again...[/h3]
The Early Access version begins with Willam's monologue after losing his wife. We believed that if the heavy burden in the knight’s heart—the desire to no longer lose his people—remained intact in the process of the Royal Guard’s transformation, it would make the character even more compelling.

Driven by an almost obsessive sense of responsibility, the Royal Guard will expend tactical action points to return to the side of his allies if a turn begins and he is too far away from them. For him, who is at his strongest when near his allies, being separated from them is more unbearable than his anger towards the enemies.



The Knight Errant has been reborn with more robust and strategic skills and traits, he serves as a stalwart guardian, capable of protecting allies even before enemies can attack. He can reliably rescue allies surrounded by enemies, or boldly enter the enemy's midst to form advantageous formations for his team, crushing foes with his bravery and strategic acumen.





What did you think of the new and improved Royal Guard introduced today? If you are already excited about the endless possibilities, feel free to raise your expectations even higher. With the Embers of Memory binding, the Royal Guard not only excels in the playstyle we’ve discussed but also encompasses even more diverse strategic potential.

Next week, we’ll introduce a new character specializing in controlling the enemy ranks, focused on tricky gameplay. We’ll share more exciting stories along with the news of this new character, so don’t miss next week’s Dev Note!

Thank you, Survivors!
REMORE

[Re-Broadcast] REMORE: INFESTED KINGDM 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

[Ended] Our REMORE: INFESTED KINGDOM Sneak Peek Stream is Live Now!



Come join us on our Sneak Peek Live Stream that is happening right now!
Let’s play REMORE: INFESTED KINGDOM together!



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


Thank you,
REMORE