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REMORE: INFESTED KINGDOM News

[Dev Note] Connecting the experience of the 'City' space



Hello, Survivors!

In last week's Dev Note, we introduced the new "Free Movement" system. The response was more enthusiastic than we anticipated, which both excites us and fuels our desire to share more about our dev journey. We've been looking forward to sharing more this week.

To summarize, the "Free Movement" system we introduced last week is a solution to the "long and tedious" experience of farming maps. By connecting several "small maps," we aim to reduce the fatigue from frequent map transitions and alleviate the boredom that can come from prolonged combat.

Today, we'll be discussing the concept of the "continuous experience"—specifically, how the placement of multiple small maps can lead to a more enjoyable experience.

Before the introduction of Free Movement, the existing stage system required players to return to a shelter after clearing each map, regardless of the map's play density, narrative significance, or playtime.

According to internal feedback, this experience felt excessively "repetitive." We concluded that this repetitive experience was due to the disconnection between the gameplay experiences of each map, caused by the return to the shelter. This disconnection prevented Remore from feeling like "one cohesive world."

Due to this "disconnected structure," each map felt like it provided a "functional experience" rather than an experience of exploring the world of Remore. In other words, story maps seemed to only deliver narrative-focused experiences, while farming maps felt like they merely offered combat between story maps, failing to create a unified experience.

To address this and provide a "connected experience" where Remore feels cohesive, we have made it so that farming maps now serve as "paths" between story maps.



In the map example above, the red circles represent “Story Maps,” which serve as "objectives" that players must accomplish through the narrative. Along the way, the “Farming Maps,” represented by the green circles, are designed to create an experience where players "pave a path to their goal by overcoming various threats."

We aimed to ensure that “Farming Maps” do not feel like disconnected "filler content" separate from the Story Maps. Furthermore, our development goal was to foster emergent gameplay, where "players can have different experiences depending on the paths they choose."


[h3]Direction: Strengthening Through Spatial Narrative[/h3]
For Farming Maps to fulfill their role as "paths," all maps, including Story Maps, must be "gameplay-connected." This means that moving between maps in the current free movement state should feel natural in terms of gameplay. To achieve this, we created a kind of spatial narrative "gradation," allowing for a seamless narrative flow between spaces.

If the maps have significantly different spatial compositions as players move between them, it would result in the same disconnected feeling as before, rather than providing the natural spatial transition that Free Movement is supposed to offer. Therefore, adjacent maps must also have aesthetic connections, so that moving between them gives players the sense that they are exploring "one vast space."



By connecting the spatial narrative in this way, we were also able to make the placement of enemy units feel more natural. For example, in the outskirts where the infestation hasn't spread, more human-type units are placed, while closer to the infestation, more monster-type units appear. This approach helps convey the sense that players are "moving closer to the infestation."

Additionally, to further bridge the gap between Story Maps and Farming Maps, we devised a new type of map called "Event maps." Since Story Maps are designed to deliver a narrative more firmly, they are aesthetically and gameplay-wise very distinct. Even if Farming Maps are designed to resemble Story Maps, there will inevitably be differences between them. Therefore, we introduced Event Maps, which sit somewhere in between Story Maps and Farming Maps.


(Above example is a test Event)


[h3]Result: Forming the Concept of the “City” and Connecting the Experience![/h3]
The concept of the unified city in the game became more solidified. In Early Access, the game's main setting was in a forested area outside of the city. This was a choice made to give each stage a naturally different themed space within a segmented system, but now that we're able to connect the spaces more naturally and form a larger “worldview,” we're able to set up Remore's stages as interconnected, “City-like” areas.



As a result, we’re able to offer more maps and a wider variety of experiences. Previously, a single stage was composed of about 4 Story Maps and around 12 large Farming Maps. By breaking these down into smaller maps and connecting them experientially, we were able to create a minimum of 40 interconnected maps.

As mentioned earlier, we set the "experience" as the unit of each map, and with the increase in the number of maps, the diversity of gameplay experiences we can offer has dramatically expanded.

Furthermore, the roles of "Story Maps" as gameplay milestones and the "Farming Maps" as the paths leading toward these goals have become clearer. This has introduced a more varied narrative experience. As the experience of navigating between maps has become less linear, the possibility for players to have different experiences depending on their chosen paths has been greatly increased. This allows us to provide an experience almost like an "Open World."



Internal feedback has been positive. Team members reported that in the current development version, where connections between spaces are made aesthetically and in terms of gameplay, they could feel a more vivid sense of Remore's world. Breaking down the map units and the addition of free movement, along with the connected spaces, has significantly helped Remore in providing a cohesive single "City" space.

We hope you dig the “City” space concept introduced today, and next week, we will introduce the combat experiences within it!

As always, thank you Survivors!
REMORE

[Dev Note] New way to explore REMORE, Real-time movement



Hello, Survivors!

In last week's Dev Note, we introduced the major overhaul of the Stage System and provided a preview of the changes to the system based on a New World Map Concept.

We mentioned that in order for a Single map to become the "smallest unit of experience" and for those maps to function as "Routes," a different approach would be needed compared to the stage system currently in Remore. Specifically, we need to come up with a way to provide an experience where maps are directly connected.

In the previous version, in most cases, successfully escaping from a map would immediately lead to returning to the Hideout. However, for a map to function as a "Route," leaving one map must directly lead to the next map. This experience should feel natural; not simply "transitioning from one map to another," but rather feeling like exploring a large, interconnected world.



With that in mind, we had to come up with a new stage system. The reason we're making changes on such a large scale, is that when we change or add one system, it inevitably impacts other connected systems, as we mentioned in a previous Dev Note.

Today, we're introducing a new stage system that directly affects how you control your character when moving between maps: Real-time Free Movement.


[h3]A New Way to Journey: Real-Time Free Movement[/h3]
Real-time Free Movement lets you move your character freely within a map without being restricted by turns when Out-of-combat. This system is our answer to the challenge of smoothly connecting maps while balancing combat and non-combat phases.

We wanted to reduce the size of each map to make clearing them less tiring. But using a turn-based system that also requires loading every time you move to the next map could make the game more exhausting. Plus, it could break the feeling that the maps are connected, interrupting the experience of exploring Remore’s world.

While we were brainstorming ways to reduce the fatigue from frequent map transitions and still make the maps feel connected, someone threw out a bold idea. They suggested that during non-combat situations, like exploring a map, we let players move in “real-time.”

At first, everyone in the room laughed—it sounded pretty out there. But the more we thought about it, the less crazy it seemed. We had already played around with real-time movement during the game’s development (we even mentioned it in the archives). The more we discussed it, the more we realized this idea could actually solve a lot of problems and make the game more enjoyable.



With the idea of real-time free movement on the table, we started thinking it through from different angles.


[h3]First Question: Will Real-Time Free Movement Really Make the Game More Fun?[/h3]
We started by comparing how the game feels without real-time movement (like in the older versions) versus how it might feel with it.

In the older versions, each map had specific objectives, and you had to stay on high alert the whole time, keeping up that constant tension. This could get pretty exhausting, and it was something people often pointed out as a downside.

But with free movement, the default state in a map would be “safe travel.” This change should help reduce fatigue and also give you more of a feeling of “exploration” as you move through the map. As a result, maps will work better as “routes” in your journey.

So, in the new version, instead of every map being a high-stress, turn-based experience, there will be some maps you can pass through with a bit more ease. This way, the tactical advantage of turn-based controls is still important, but the freedom to explore with real-time movement becomes just as essential.

Introducing real-time free movement would allow us to increase this freedom of exploration to a significant degree, meaning that the experience of exploring Remore's world would be much more "hands-on". Especially in our game, which aims for a high level of detail in its depiction of a medieval apocalyptic situation, this hands-on experience of exploration would further immerse you in the world.



Instead of just giving players a simple “escape” goal in each map, where everything in the map is just a means to that end, we’ve now created a new and exciting experience where players explore the world of Remore to achieve a “broader goal” that spans across multiple maps. This shift moves away from a straightforward structure where players solve tactical puzzles one stage at a time, and instead, they now get to explore a world hit by catastrophe, making choices to either fight or sneak past enemies, which adds more depth to the game.


[h3]Second Consideration: How Much Real-time Free Movement Should We Allow?[/h3]
As mentioned earlier, we’ve already implemented real-time free movement in our game before. Also, since we can use the resources that would have gone into a random map generation system to implement free movement, adding this feature to the current version didn’t seem too hard. But the real question was, “How Much” free movement should we implement?

Bringing in real-time free movement would mean making big changes to various game systems, like the stage system, combat system, and level design. We’re developing this feature because we’re pretty confident it’ll make our game a lot more fun, so avoiding it just to keep things the way they are wasn’t really an option. However, we did need to figure out the scope of when and where real-time free movement should start and stop in our game.

Since our game is based on “Turn-based Tactics,” there’s no reason to include real-time free movement during combat. So, the most basic rule we came up with is that free movement should be limited to “when you’re not in combat.” But that means we need to define what exactly counts as being “in combat.”

In earlier versions, “in combat” was when an enemy was “aware” of the survivors. This could happen if you entered their line of sight, failed to take them down in one hit during an ambush, or made noise that alerted them. But in free movement mode, the player’s actions are the focus, and combat situations also involve tactical preparation, like ambushing enemies to start a fight or positioning your team before engaging the enemy.



So, we decided that “combat situations,” or the point where the game switches from free movement to turn-based mode, would be defined as “when an enemy comes into the player’s line of sight.” This way, when the game shifts from free movement to turn-based, players will know they've spotted an enemy. They can then start planning their strategy for the fight, which will still use the game’s existing combat system. Once all the enemies in sight are dealt with, the game returns to free movement mode, letting players continue exploring the map.

With that, we wrapped up our discussions and brainstorming about how useful free movement would be, how to implement it, and how far to take it. But even then, we still had that nagging question: “Can we actually pull this off?” It was time to find out.


[h3]So, We Went Ahead and Built It…[/h3]
After some intense debates and development, we created a prototype of the free movement system and tested it to see if it really worked.

For the basic free movement controls, we stuck with the familiar system from previous versions where you select a spot and move to it. But unlike the turn-based controls, where you control each party member individually, free movement requires all party members to move together. So, we designed it so that when you pick a location, the whole party moves there as a group.

For moving between maps, we added a fade-in and fade-out transition to smoothly shift to the next area. Plus, we designed the levels so that when you move off the right edge of one map, you start at the left edge of the next one, making it feel like the maps are connected."



We've also implemented a temporary transition from free movement to turn-based maneuvering: as soon as you spot an enemy, your maneuvering state will switch to turn-based, and you'll be ready for combat (we're still working on the UI for the transition).

In the combat state, you can see how many enemies you can currently sense, and once you've killed them all, you'll switch back to free movement.



Meanwhile, all loot earned during combat can be freely equipped, unequipped, and used while in Free Roam, meaning that you can do the maintenance that was previously done after returning to camp during Free Roam mode.


[h3]As a Result, Is It better?[/h3]
The internal tests of the prototype turned out really well. We were already pretty confident since the controls in the previous real-time movement version got good feedback, but this new system ended up fitting Remore even better than we expected.

The idea of having smooth movement when you're exploring and then focusing on tactical decisions during turn-based combat worked great. Because of that, the free movement system is now a core part of Remore's new stage design.

Of course, there are still plenty of other adjustments we need to make because of the free movement system. I'll talk more about that next week.

Thanks, Survivors!
REMORE

[Dev Note] Stage System Overhaul



Hello again Survivors!

Last week we took a look at the changes regarding the Characters and Combat Systems!

This week we’re diving into a big change that will have a major effect on all aspects of the game: A Major Overhaul of the Stage System.

Before we get into the details, this update is a complete redefinition aimed at making the core of our game clearer. So, it’s going to be a bit of a deep dive, as it’s the result of a lot of thought and discussion. So, thanks for sticking with us through this detailed explanation.

As we mentioned in our previous Developer’s Note [So… Is it fun now? #2], we added “Farming Maps” to act as a link between the Story Maps. But after testing, the feedback on these farming maps has been “mixed,” and even “negative” in some cases.

We’ve had a lot of discussions about whether the farming map was necessary, and we’ve finally come up with what we think is the “final result” for the stage setup. It’s taken some time, but we’re excited to share it now. Let’s start by talking about why we’re rethinking the “Value” of the farming maps.


[h3]Issue 1: Were “Procedurally Generated Random Maps” Really the Best Way to Express Our Intentions?[/h3]
One of the main goals for adding farming maps after Early Access was to break away from the linear map layout structure we had before. We wanted to provide more strategic options for progressing through the maps.

However, to achieve this, we needed to create a huge number of farming maps. Considering how actively we’re working on other content, manually creating all these farming maps turned out to be practically impossible.



So, instead of manually creating maps, we decided to go with a roguelike approach using procedural random map generation. Basically, we set up some rules around difficulty and layout, and every time you enter a farming map, a new one is randomly generated based on those rules.

By going this route, we could work within our current team resources and offer players a unique farming map experience every time they play.

But after testing it internally, we ran into a problem. This “Non-repetitive Experience” could actually feel like “Content Overload.” In other words, constantly changing farming maps might end up being overwhelming and make the game less enjoyable because it feels like it’s too much.

So now we’ve got two issues to tackle: we need to create farming maps that are realistic for our team to produce, but we also want to avoid just filling the game with content for the sake of it. This leads to the next challenge—figuring out what kind of experience we want to deliver within each individual map!


[h3]Problem 2: Is Making the Maps Bigger the Right Solution?[/h3]
During the testing of existing farming maps, we identified a few issues: some players felt that the maps were too repetitive, while others thought the maps were too large, leading to unnecessarily long and tiring playtimes.

These conflicting feelings arise because we intentionally made the farming maps large. To create a vast number of expansive farming maps, we had to establish certain "Design Rules" for each part of the map.

Once players become familiar with these rules, even a randomly generated farming map can start to feel repetitive. Additionally, because of the map's size, playtime naturally increases, and without a strong sense of purpose like in the story maps, this longer playtime can feel excessive.

Despite this, the reason we aimed to make farming maps large was to offer a variety of combat experiences.

For example, on the same farming map, you might encounter three Blubbers in one room, while in another room, you face a group of four Blisters and twelve Knawers. Each scenario provides a distinctly different combat experience. Moreover, if a roaming SKulker is added to the mix, it can introduce yet another layer of variation to these combat encounters.



So, the idea that "a bigger farming map gives more diverse tactical experiences" is true. But it’s also true that having back-to-back tough battles without a break can start to feel repetitive and exhausting.

This got us thinking—are the combat experiences we’re offering really as distinct as we thought?

Basically, if each "room" in a "map" is giving a different combat experience but it’s still causing overall fatigue, then why not just shrink the "map" down to the size of a "room"? That’s how the idea came about.


[h3]Solution: What if we made each map the "smallest possible unit of experience" and gave players a bunch of these smaller maps to choose from?[/h3]
Story maps, with their narrative and design goals, need to stick to their usual size and style. But since farming maps are just "routes" between story maps and don’t have that same narrative weight, we could make them smaller while still providing that "variety of combat experiences."

We also talked about taking this "route" idea literally—what if farming maps actually functioned as pathways that players navigate through, instead of just being a system that connects maps?



Based on this idea, we sketched out a simple stage structure. The story maps are the main objectives as you progress through the game. The farming maps, on the other hand, act as “Obstacles” on your journey to the next story map.

If the farming maps serve as these "pathways," then depending on your playstyle or how far you are in the game, you might choose to take a shortcut to the next story map, or you might decide to thoroughly explore the farming map for more resources. We concluded that giving you this kind of freedom and the variety of experiences that come with it would make the game more "fun."


[h3]So, What's Going to Change?[/h3]
As we prepared for these fundamental changes to the stage system, especially for the farming maps, we realized that while the idea is great in theory, it would bring about significant changes. Naturally, we started some deeper discussions with a bit of concern.

Changing one thing leads to other changes, and we kept wondering if we should go through with all of them, and whether these changes would truly make the game more "fun."

For example, there were concerns about "how to handle movement between maps." In our game’s current setup, leaving a map usually means you’ve cleared it, and it’s natural to return to the hideout. But if we allow direct movement from one map to another, we’d have to consider things like how to manage the downtime in between, the pacing of map progression, and how it all fits with the combat system. These are just some of the many elements we’d need to think through, both system-wise and gameplay-wise.

We also had to think about how to handle the narrative appeal between story maps and farming maps. Even if we keep the story maps packed with narrative intent, if the farming maps lack that same narrative connection, they might end up feeling like just "filler." This could even disrupt the narrative flow of the story maps.

After discussing these concerns from multiple angles, we came up with a variety of ideas that would not only fit our game well but also make it more "Fun."

Starting next week, we'll share the specific direction our game’s stage system will take.

We look forward to sharing it!

Thank you, Survivors!
REMORE

[Dev Note] Slash, Pierce, Strike!!



Hello, Survivors!

In last week's Dev Note, we introduced significant changes to the Stat System.

To summarize the direction of the stat system overhaul, it's not about making the game "Easier," but rather about making the combat experience more streamlined. Remore is a Strategy Game that aims to provide the enjoyment of solving problems through thoughtful Strategies.

However, the structural complexity of the previous stat system led to "Tedious Thinking," where players had to analyze each stat individually, rather than focusing on the fun part, the strategy. That's why we've improved it to be more intuitive.



We also wanted to explore different approaches to the "Strategic Depth" that our game can offer. In Early Access so far, Stats, and the resulting character attack power and enemy health were the primary basis for strategic decisions. Additionally, players could make strategic choices by using the grid-based system to attack enemies from more advantageous positions.

We wanted to introduce new strategic elements to Remore beyond these two aspects. Instead of making the existing stat system or grid strategy more complex, our goal was to add new and intuitive strategic elements that make the game more engaging.

With this in mind, we would like to introduce the newly implemented concept of "Synergies."


[h3]About Synergies[/h3]
While there was a form of "Synergy" in the Early Access phase, it was relatively light and indirect.

For example, when dealing with a Blister, rather than using a powerful attack at close range, it was more effective to pull or push the enemy from a distance to trigger the Blister's explosion. In the case of cultists, using abilities related to armor destruction was more efficient.



Having more effective attack methods depending on the enemy is a great way to encourage strategic thinking. However, this synergy system was limited to certain enemy units and required players to understand the enemy’s behavior patterns and functions to execute the appropriate attacks. This made it a little unintuitive.

Our first attempt at creating a synergy system involved using the stat system. We prepared enemy types that were more vulnerable to strength-based attacks and others that were more susceptible to skill-based attacks. This allowed players to identify the enemy type and use the correct attack method to defeat them more effectively.

However, as mentioned in a previous developer note, this approach had the downside of forcing players to use characters with specific stat strengths, thereby limiting strategic choices. This led us to rethink how to create a better and more intuitive synergy system.

In the previous synergy system, the structure was mainly "Penalty-based." For example, enemies with high defense required surrounded attacks or strength-based attacks to deal decent damage, and enemies with high evasion rates required skills with guaranteed hit effects or dexterity-based attacks to land a hit. However, this approach could frustrate players if they couldn't use the "Correct Skills."

So, as we reworked the synergy system, our goal was to enable players to make active and strategic choices aimed at "gaining bonuses" rather than "overcoming penalties." To achieve this, we decided to assign a new "attribute" to every skill and give each enemy unit strengths and weaknesses related to these attributes.

This approach reduces frustration and more strongly encourages strategic decision making.


[h3]Slash, Pierce, Strike![/h3]
When combining medieval melee weapons with a creature apocalypse, we carefully considered which attributes would best suit this theme. We wanted to maximize the "blood and gore" imagery that melee weapons evoke, while also ensuring that these attributes could be applied to all the weapons and skills in our game.

As a result, we assigned three attack attributes to every skill: Slashing, Piercing, and Striking. These are quite intuitive, especially for those who have been enjoying Remore since Early Access opened. For example, a sword slash would be classified as slashing, a thrust with a spear as piercing, and a blow from a mace as striking.



Simply assigning attributes to weapon skills wouldn't be enough to establish an "affinity" system. So, we also gave each enemy weaknesses and resistances to these attack attributes.

Weaknesses correspond to the "bonuses" mentioned earlier. While it's not mandatory to attack an enemy's weakness to deal effective damage, doing so will result in greater damage. On the other hand, resistances represent "penalties." Unless you're in a constrained situation, you should avoid using attacks that an enemy is resistant to. This means that before attacking an enemy, you'll need to consider at least which character and which skill to use.



Along with this, equipping two sets of weapons before an expedition now carries greater significance. Each of the three characters can carry two weapon sets, totaling six different weapons. This means you'll need to consider the balance between slashing, piercing, and striking attributes. Additionally, just before attacking an enemy, you'll need to strategize by selecting the most appropriate weapon from those you've prepared.


[h3]A More Intuitive UI[/h3]
One of the primary concerns you might have with this new synergy system is likely, "So, do I have to check this every time before attacking?" The introduction of a new system inevitably means there's a learning curve associated with it.

Of course, after you've gone through that learning process, you'll likely be able to recognize affinities and choose the appropriate attack almost instinctively, without having to check every time. However, we can't ignore the fact that the learning process can be challenging, and there's always the risk of making mistakes along the way.

To address this, we’ve introduced a new UI feature that allows you to see how effective your attack will be against an enemy. This means you can visually check the outcome of your attack without needing to rely on complex calculations.

Additionally, we've added indicators for the new combat mechanics, such as Ambushes and Surrounded. This will help you better understand the effectiveness of your attacks and, hopefully, enhance the excitement and enjoyment of taking down enemies.

Let's have a look at the synergy UI. When attacking an enemy, the skill's attribute icon will glow in different colors to indicate its effectiveness: red if it's critical, white if it's neutral, and gray if it's less effective. These icons only appear at the moment of attack, so they won’t interfere with the overall aesthetic while still allowing you to intuitively grasp the effectiveness of your attack. As a result, you won’t need to double-check your skill attributes and the enemy's resistances with every attack.



Next, the attack methods. For regular attacks, which will be used in most situations, we use the arrow icon. For Ambush attacks, an eye-shaped icon is used, and for Surrounded attacks, an inward-pointing icon is displayed. Additionally, the icon colors will change according to the attribute effectiveness, as discussed earlier. You can see the potential damage when you execute a more effective attack with a critical attribute!



The synergy system and its new UI that we shared today is a fresh take on the battle system. It’s designed to get you thinking strategically during the battle phase of expeditions, rather than just during the setup phase.

We’re always excited to add new strategy elements with every system we create, but we were also a bit worried that this one might feel too complicated for you, our Survivors. However, with the new UI, we think we’ve struck a good balance by combining it with the existing battle system, and we’re really looking forward to seeing what you think.

We’ll be back soon with more updates on the big changes coming to Remore.

Thanks for sticking with us, Survivors!
REMORE

[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