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REMORE: INFESTED KINGDOM News

[Dev Note] The Demo is coming for you!



Greetings, Survivors! In today’s Dev Note, something different. We’re going to take a look at upcoming News and Events!

REMORE: INFESTED KINGDOM will take part in Steam Next Fest 2023! We will have our Demo build ready for everyone to try!


In the Demo build you’ll be able to play Three stages, including the Tutorial, and you’ll be able to get a good preview of the game and a feel for the more than ten additional stages that are yet to come!

You can experience and try to overcome the horrors that have befallen Remore, using various Weapon Skills, Character Perks, and Tool items at various levels focusing on the Field of View and Noise Systems introduced in previous Dev Notes!



The only downside is that Willam, the Knight-Errant, and Edwin, the Militia man are currently still missing a few of their abilities. The intention is for each to have two skill trees to choose from but in this Demo build only one is available for each.



Based on the results of the play tests we will prepare the second Skill Tree as well as reorganizing and improving existing content, so we will be carefully checking out your feedback to achieve this!

REMORE : INFESTED KINGDOM Official Discord Feedback Participation

Through the Discord link above, you can participate in the official Discord channel of Remore: Infested Kingdom and communicate directly with us, about how you feel about the game and what you’d like to see going forward.

That’s all for today and we really hope you enjoy the Remore: Infested Kingdom Demo.

Thanks, and we hope to see you all over on our Discord!

Thank you

[Dev Note] Noise System : Drowning out the Noise



The “Field of View” system introduced in the last Un-Dev Note is a key system that enhances the mood and theme of the game. This is because the concept of “trying not to be detected by the enemy” was to be central to the “zombie/creature” themed media.

The Noise System, wherein a player must move quietly to avoid detection, that we will introduce today was developed for the same reason, but the role and goal of the system changed while refining the game. So today we’ll take a look at this process.



In early versions we wanted Noise to be generated in all situations that would entail noise creation in the real world and wanted this system to tie into the “Field of View” system in regard to detection.
  • When any Character moves
  • When the Enemy detects us or when they are killed
  • During interactions (opening doors, setting up barricades, opening items boxes, etc)
  • When using Weapons that create noise (throwing stones, explosive tools, etc)

However, our goal was to use the zombie/creature theme whilst blending the genres of Stealth and Tactical RPG, but not to create a full-on stealth action game, so the UI’s complexity became too high.

Although the visibility system led to the intended playstyle of “dealing lots of damage from outside the field of view”, factors such as “noise” being made when characters moved didn’t match the intention.

For example, if an enemy hears footsteps from behind, it would be impossible to make a surprise attack, so as a result, the satisfaction of one-shotting an enemy from behind or the stability of removing a threat without detection had to be given up.



As we mentioned in our previous post about the hit rate system, we were continually trying to make the game fun while maintaining uncertainty and minimizing any factors that had the risk of becoming frustrating.

From this point of view, creating an unexpected noise and having a creature jump out on you suddenly was an exciting variable and matched the theme, but the problem was that there was a risk the player might be frustrated for having been punished for not really doing anything wrong.

Therefore, currently, Noise creation is limited to tools which a player can use actively like throwing stones, or in other certain situations where we want this intention variable, such as when a Blister explodes or when a door is opened.



As a result of these changes, the feeling of “I have to try hard not to get caught” during gameplay has reduced in comparison to previous versions of the game, but it has been refined in a more positive direction which takes advantage of the players ability to use Noise creation tools like Stones to set up critical hits or create advantageous positioning.

Going forward we're going to take a look at the process of creating the Fun Factor in our game and the development process, and various factors related to that.

Thanks for sticking around and hopefully see you next time!

Thank you

[Dev Note] Sight System : Out of Sight, Out of Mind



Greetings Followers of Remore,

In our previous Un-Dev Note on Pre-combat Gameplay, we took a look at the “Line of Sight” and “Facing Direction” concepts. Today, we’d like to delve a little into the development process and intention behind these systems.

The original intention was to reinterpret the concept of “direction”, which is often used as a key tactical element in tactical RPG games, to match the theme of our game.
  • Enemies face a certain direction. (Expressed through direction arrows and enemy sprites)
  • The enemies only perceive units within their line of sight as hostile targets and will attack them on their next turn.
  • When allies in the line of sight move, the direction of the enemy's sight will move with them.
  • When attacking from outside the line of sight, attacks do twice the damage.


Through these rules we wanted to create a gameplay that focuses on “trying not to get caught by enemies as much as possible, due to high damage received” to emphasize the feeling of a threatening “zombie or creature”, instead of simply exchanging blows mindlessly.

However, during actual testing, it was quite challenging to convey the concept of "line of sight/direction" clearly. Even with tutorials and explanations through UI, it was difficult to change the preconceived notion that enemies would automatically detect and attack allies beyond a certain distance, as commonly seen in tactical RPGs.

As a result, we determined that there must be “something unique that stands out to make an unfamiliar system be accepted”. So, we created the rule that “if a Survivor is detected by an enemy, they will immediately be pursued, regardless of whose turn it is.”

In addition, we also added a “Zone of Control” which gives the approaching enemy the ability to “hold” a Survivor and prevent them from moving.



Since we introduced this system, the ease of understanding the “line of sight/direction” concept has increased significantly.

Additionally, we received feedback that players felt like they should avoid detection as much as possible in dangerous situations, which was our intention, and that this system improved the game's energy and tempo in a positive direction.

However, during the ongoing development of the combat system based on the above rules, there was a need for additional modifications.
  • As the level design is based around 3 individuals facing more than 10 times the number of enemies, taking on each enemy at a time as they move and catch the player would be arduous.
  • To preserve the element of uncertainty, enemies move in random directions each turn, including those who are facing allies. However, this resulted in excessive difficulty variation depending on whether or not enemies are facing the direction of Survivors.

As a solution to both these issues, an alarm system has been implemented. Now, when any Infested detects a survivor, that Infested will scream, alerting all nearby Infested and putting them into an alert state.



With this system, players need to be cautious when alerting the initial enemy who would raise the alarm. However, once the alarm is triggered, a large number of Infested (the maximum number designed for the player to face) are riled up immediately, creating a fast-paced and intense experience.

There were numerous trials and errors, many of which were left out here for the sake of brevity. However, from our perspective, we are satisfied with the current outcome. Of course, when actual testing takes place, there may be additional room for improvement.

We hope soon you will have the opportunity to experience it firsthand and we will look forward to your feedback!

Thank you

[Dev Note] Near misses and bad luck…



Big fan of tactical RPGs, huh? If so, how do you feel about Hit Rates? Frustrated by astronomically unlucky misses? We know the feeling...

When you want to dive into the tactical depths of this genre, this kind of Hit Rate system can be a tricky thing. How should we handle the elements and feelings of “uncertainty” and “luck” when creating these systems? Well, finding an answer to this isn’t exactly simple...

Games with a similar format to ours such as XCOM or Battle Brothers, as well as others with turn-based combat rules, use the concept of Hit and Avoidance. In the beginning we too felt it was an integral part of the genre so early builds centered around this concept.



However, after many playtests the question came up: Can we enjoy this kind of game without having to deal with the frustration of completely missing attacks? We’ve all felt the sting of whiffing that 94% chance hit...

Of course, the inverse would also be problematic. Removing any element of uncertainty and making all attacks have a 100% Hit Rate with fixed damage would diminish the Emotion and Tension a player can feel which damages the overall experience.

Unlike a game like Chess or Go where uncertainty is created through the unpredictability of a human opponent, we came to the conclusion that in order to create diverse experiences in our game there must be an element of luck which can affect the outcome of an action.



Aside from the weapon Hit Rate, Remore has other factors which are uncertain to the player.
  • When opening a door or turning a corner, how many enemies await?
  • Which way is an enemy facing? Will we be caught next turn if they turn this way?
  • What items will we find while looting, and will they be of help to us at this moment?
  • Weapon’s Min and Max damage range, and Critical Hit probability.

Also, to emphasize the theme of ordinary folk trying to survive an infestation, Characters’ Health and Defenses is set quite low. Even the weakest Infested variant, the Knawer, can kill a player character in 2 or 3 hits, so play is more about minimizing damage taken and avoiding detection than it is a “tit for tat” battle.



After considering all these factors, we decided to remove the concept of “Missing” from the combat system entirely, instead leaving just the uncertainty of how much damage the attack would do or whether it would be a critical hit. We concluded that this uncertainty of whether an enemy would be killed in 2 or 3 hits would be enough to pose a threat.

In place of a “Miss” we have included the concept of “Graze” which means that an attack could still deal damage lower than the weapon’s current min damage.

Special effects such as “Bleeding”, “Fainting” and “Pushing” are still applied as normal so there is still a high degree of probability in the tactical play.



As a result of this change, we were able to maintain the “tension of uncertainty” while minimizing the feeling of “even though we made a good tactical decision, it was negated by bad luck.”

In addition to the Hit Rate system there are many others that seem trivial but really had us scratching our heads during the design process. We’d love to go through a few of these in the next few Un-Dev Notes so until then, thanks for reading and we’ll catch you next time!

Thank you

[Dev Note] A Diamond in the Rough... Weapon Attributes



Weapons are essential in the fight against the Infested, and the Survivors have a variety of ways to acquire them. Sometimes, on rare occasions, you may find special weapons that are different from the norm, like a Diamond in the Rough.

Today, we're going to introduce some of the unique personalities found in the weapons of Remore, the Weapon Attributes.



We wanted Remore's weapon-centric combat to offer a variety of ways to fight with the same weapon, but if the same type of weapon was given the same growth, the results would always converge to one. We wanted to create a point of comparison where the same weapon could have different effects and be worth something entirely different from one another.

Weapons forged by Remore's blacksmiths sometimes have unique characteristics, as each smith uses their own secrets to craft them.



The weapons crafted by Remore's blacksmiths are not cookie-cutter items, which is why one soldier's weapon may be more unique than another's, or a sword that was once considered a treasure, may be a dud.

Weapons with Attributes can be obtained in a variety of ways. You can find special weapons hidden throughout Remore, or you can find weapons that Jorgn has crafted with his own secret recipe.



14 different types of weapons that can have common or specialized Weapon Attributes. The same weapon can have randomly varying attributes.



If you're lucky enough to acquire a weapon with a powerful attribute, it can completely turn the tide of the battle and your tactics.



If you're unlucky to get an unfavorable attribute, don't worry - you can trade with James, the Trader who comes by from time to time, to buy materials for crafting new weapons, or to buy weapons and food for yourself.

Acquiring a good item in a game is one of the most gratifying things you can do. We expect this joy to be amplified when you can feel the excitement of what attributes a weapon might have, and sometimes even use them to design your own unique playstyle.

Today we've introduced you to Weapon Attributes, the special abilities that weapons have, and we'll be giving you a sneak peek at them and their abilities in the upcoming demo, so that's it for today's Un-Dev Note.

See you next time!

Thank you