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REMORE Nominated for Game Connection Europe ‘23 People’s Choice Award



Greetings Followers of Remore!

We are honored to announce that REMORE: INFESTED KINGDOM has been nominated for Game Connection Europe 2023 People’s Choice Award! Thank you so much for this great opportunity! Please support us by voting for REMORE: INFESTED KINGDOM! The Infestation Cometh!

Click to Vote for REMORE


What is Game Connection you ask?



Game Connection is an international event that draws over 1,500 developers, publishers, distributors, and service providers, all seeking new partners or clients.

The Game Connection Game Development Awards have a history of recognizing and promoting game projects in any stage of development. For the past 16 years, they have been the place for studios to showcase their creativity and originality and to be recognized by their peers.

The award ceremony of the Indie Game Development Awards is expected to be held in Paris on November 2.

Support us by voting for Remore: Infested Kingdom for the Game Connection Europe 2023 People’s Choice Award!

REMORE: INFESTED KINGDOM has been nominated in three categories, Best Hardcore Game, Grand Award and People’s Choice Award.

Thank you,
REMORE Staff

[Dev Note] Rethinking Damage



Hello again, Survivors! It's been about two months now since we took part in STEAM NEXT FEST.

During this time, we've been trying out new systems and content based on your feedback, in preparation for the next build. Through trial and error, we’ve reached some new ground that we feel is the right way to go!

Today, I'd like to talk about something that received the most feedback, which is “Combat Damage and how it’s managed.”



To capture the apocalyptic theme of the game and increase tension, we intentionally set the enemies' attack power quite high. Even the most defensively skilled player character, Willam, could be killed after about three attacks from the weakest enemy, the Knawer.

Furthermore, damage taken did not recover once the battle was over and could only be healed by eating or using special items like bandages. Our intention was to make players strive to find ways to minimize taking damage as much as possible, to the point of making desperate decisions.

However, tests showed that more players than we anticipated expressed concern about this system. Specifically, it wasn't so much the "high and dangerous enemy attack power" that was the issue, but rather that "damage taken does not recover” before they could even understand the game’s logic.

Players only really understood the game after clearing the first stage, Blackthorn Village, but many felt discouraged because even if they now understood how damage functioned, the damage they had already taken did not recover.




Meanwhile, in order to maintain our design approach, we were designing enemy skills and levels so that very skilled players could "clear the game without taking a hit." However, as the game progressed into the mid to late stages and higher difficulty levels, we found that this was making it harder to maintain the game's uniqueness.

If “not taking a single attack” is considered normal gameplay, it becomes impossible to create enemies whose most significant feature is their unique attack patterns, as we diversify the types of enemies.

In response, we have made the following changes to the design approach.

  • All player characters now have a separate stat called "Armor" in addition to their "Health”.
  • "Armor" is deducted before "Health" when taking damage.
  • "Armor" is fully restored at the end of a battle (Health damage accumulates permanently, as before).


With these changes, enemy attacks are still considered "dangerous." For example, the Knawer has an attack power of “5-7,” while Edwin has an “Armor” of 6 and “Health” of 9. This means that they will still be in critical condition after receiving about 3 attacks, just as before.

However, since “Armor” is fully restored at the end of a battle, unlike the previous system where even a single hit caused permanent damage, all characters can take damage equal to their “Armor” without any long-term consequences. In line with this change, the level design has also been adjusted so that in later stages, there is a higher likelihood of characters taking damage.

While watching play-testers after these changes were implemented, we noticed that they became more aware of how risky damage is, as they saw their “Armor” disappear in one go after the first attack. As a result, they adapted their play patterns by trying to eliminate all enemies or repositioning characters with the most “Armor” to take the hits.

Furthermore, a rule was implemented that critical hits do not occur if “Armor” is 1 or more, which applies to both enemies and allies. While enemy critical hits can sometimes feel unfair on the receiving end, you can now defend against taking them by ensuring someone with 1 or more “Armor” is the one defending the attack.



Reevaluating the core game systems was certainly challenging, but ultimately, it seems like we achieved both goals of "incorporating feedback as much as possible" while maintaining the intended gaming experience from the initial design.

There have been lots more changes and additions since STEAM NEXT FEST, and I look forward to telling you about them in future posts! Until then!

Thank you,
REMORE Staff

[Dev Note] I Forge my own Path! #2



In our previous post, we introduced the revamped weapon modification system of Jorgn, the Blacksmith. The purpose of this system is to allow each character to use the same weapon in different ways according to their preferences and desired strategies.

Another element that can introduce further variables is the unique attribute system that was previously introduced in a Dev Note back in May.

Back then we only took a quick look, so today I would like to discuss in more detail how “unique attributes” and “modifications” come together to help create “unique distinctive weapons”, using some examples.



Unique attributes are closely linked to numerical values such as a weapon's durability, critical hit rate, damage range (min/max), and more. This increases the potential for a single weapon to have different modification trees and synergies.

For instance, the attribute "Blow for blow" increases the weapon's maximum damage by 1 for every 5 points of weapon durability consumed, providing an indirect damage boost effect to the "Increase Durability" modification. The attribute "Solid as a rock" increases the weapon's critical hit rate by 1% for every 1 point of durability, making it well-suited for modifications that enhance critical damage.

On the contrary, the attribute "No mercy" which increases the weapon's base damage by 2 when the current durability is less than 5, is significant when durability is low. Instead of reducing base damage and durability, it mitigates the penalty of the "Lightweight" modification which lowers the dual-wield weapon's WP cost from 2 to 1.

Alternatively, aiming for the "Indomitable Will" attribute that repairs durability by 3 with a 33% chance upon attacking when the weapon's durability is below 3, the goal could be to create a lightweight weapon with the ability to repair itself, allowing unrestricted use of lightweight weapons.

Additionally, there are also unique attributes to enhance synergy with specific character perk trees, separate from the weapon's modifications themselves.



One step forward” restores Tactical Points (TP) by 2 with each attack when the weapon durability is 15 or more. When combined with Edwin's “Chain Support” (which eliminates the cooldown of “Support Attack” in exchange for consuming 5 TP) and “Controlled Breathing” (providing TP +2 with attacks while not moving), Edwin's ability to perform Support Attacks increases dramatically.

On the other hand, the “Caution” attribute decreases weapon critical hit rate by 40% and consumes 1 Weapon Point (WP) to automatically perform a basic weapon attack when caught. If this attribute is attached to a spear, Edwin can select the “Fancy Footwork” benefit (providing +1 maximum damage with each movement) and aim for spear charges against enemies.



By acquiring attributes like “Leech,” which causes bleeding on attack, or “Hornet sting,” which enhances damage when colliding with targets, unique play styles become possible. For instance, using a two-handed axe with “Hornet sting”, delivering “Horizontal Swing” to multiple enemies to inflict pain, then using a wooden rake or shovel to cause collision.

Moreover, you can choose synergies between unique attributes, such the “Tactical Action” attribute which consumes all Tactical Points instead of Weapon Points for attacks (TP), then recovering TP again with the “Take a breath” ability ('Restore TP by 4 when attacking if current WP is greater than current TP') after consuming all TP.

There are many, many synergies and combinations to discover but for now we will not spoil anymore and allow the player to discover them for themselves. After the game's release, we aim to expand these elements further to allow for emergent synergies that we may not have anticipated.

Currently we are busy organizing the collected feedback and preparing for the next version!
In upcoming posts, we will introduce new elements that have been added based on the feedback from STEAM NEXT FEST, in addition to the elements we were already preparing. See you then!

Thank you,
REMORE Staff

[Dev Note] I Forge my own Path!



Hello again, Survivors! We’re back once again with another [Dev Note]. The rework of Willam and Edwin, introduced last time, brought significant changes to combat. However, in REMORE: INFESTED KINGDOM, the Weapon you carry can sway the battle even more than a Character’s abilities!

Today, we’ll take a look at the overhaul of the Blacksmith Jorgn’s [Modify Weapon] feature, which will bring significant changes in the way a weapon is used.



In the Steam Next Fest version, Jorgn’s “Modify Weapon” introduced a variety of “modification options” that increased weapon durability, damage, critical hit rate, and more. Players could choose predetermined options based on the type of weapon when applying modifications. Once all the modifications were complete, the weapon could be upgraded to a higher tier.

The existing weapon modification system, following a set modification path, was easy to understand and gave the satisfaction of obtaining higher-grade weapons, going well with our development goal by driving a player to gather the required materials.

However, we were disappointed that despite the changing modification order, weapons of the same type ended up having the same abilities. We realized that allowing customization according to players' preferences and desired strategies, even with the same weapon type, would better suit the concept of “modification” and make the game more enjoyable.

So, we decided to create a new [Modify Weapon] system where players can choose the modifications they want from various options provided for each weapon.



In this new system, every weapon has two modification slots, and each slot allows the player to choose one of four options.

These options not only include simple improvements to Stats such as damage and durability but can also completely alter the way a weapon is used.

For example, for a one-handed weapon like the “Hammer,” which might not have high base damage but can inflict an “Injury” effect to reduce an enemy's attack power, the following choices are provided:



  • [Reshaping]: Instead of removing the “Injury” effect, it significantly increases critical hit rate.
  • [Polished Hammer Surface]: Instead of reducing durability, adds +1 to the “Crippling” effect on attacks.
  • [Reinforced Hilt]: Increase weapon’s maximum durability.
  • [Spliced Cracks]: Increase weapon’s maximum damage.

By choosing both [Polished Hammer Surface] and [Reinforced Hilt], you can maximize the original characteristic of “Crippling” while eliminating the penalties. Alternatively, selecting [Reshaping] and [Spliced Cracks] allows you to change the weapon's characteristics by increasing the potential damage. Additionally, the option to simply increase the durability and maximum damage remains a valid choice for those who prefer a more balanced approach.



In addition to these examples, various modifications will be added to diversify tactical choice. For Two-handed weapons, you can use [Lightening] that reduces WP consumption from 2 to 1 instead of reducing the base damage. There are many other options that can be used to great effect. For example, those that specialize in maximum damage while sacrificing other attributes work well with Diurmuid's [Finishing Blow] ability (instant execution if the weapon's maximum damage exceeds the enemy's current health).

Moreover, after selecting the first option in each modification slot, players can further reinforce each option up to five levels. For instance, if they choose an option that increases maximum damage, they can continue to increase both the minimum and maximum damage levels, steadily raising the weapon's DPS, or they can accept other penalties to maximize the maximum damage, providing additional choice and flexibility.



With the rework of weapon modification, the method of increasing a weapon's tier has also been changed. As the set path in weapon modification is now gone, the process of increasing a weapon's tier, known as “Refine Weapon” has been made independent of the progression of weapon modification.

When a weapon's tier increases through refinement, it gains one additional weapon skill. So, by selecting enhancement options that take into account both the chosen character's abilities and the additional weapon skill, players can maximize their efficiency and unleash the weapon's full potential.



In the Next Fest version, we know it was hard to appreciate the value of Jorgn’s “Modify Weapon” due to the limited number of stages. We hope today’s Dev Note gives you a look forward at how you can create your own build using “Modify Weapon” and the possibilities it offers.

We look forward to the next time when we’ll continue our journey together!

Thank you

[Dev Note] Edwin, Reporting for Duty!



Hello, Survivors! In the last Dev Note, we re-introduced the character “Willam” and the changes we made based on your feedback. Willam has transformed from a defense-oriented character to a more versatile one with a wider range of tactical options and increased attack power!

Today, we will introduce the Second protagonist's Skill and Perk rework, Edwin, a member of the Militia in Remore.



With his youthful naivety and diverse combat support skills, Edwin played a lively role both in the story and combat. He played the role of a quick-witted scout. In line with the concept of being a "trained member of the Militia," Edwin had the following basic skills:
  • Support Attack: When equipped with a bow, spear, or other long weapon, Edwin could perform a basic attack on a target that is attacked by an ally.
  • Rope Pull: Edwin could pull enemies or allies one tile towards him.

“Support Attack” was a popular strategic choice that made players consider the positioning of each character during tactical planning. However, "Rope Pull" had the same effect as the existing "Hook" tool, which made Edwin’s skill seem less special.

Furthermore, in order to use the hook to rescue allies, Edwin needed to avoid being caught by enemies. It wasn’t easy for new players to understand the skill before heading into battle with him for the first time and this resulted in the game seeming more difficult than intended.

To fix this, we changed the perk from "Rope Pull" to "Side Step".
  • Side Step: Move one tile diagonally. Can be used while caught.


"Side Step" is a simple yet highly useful skill. Even when caught by enemies, it allows for easy repositioning to select new targets for "Support Attack." It also allows Edwin to slip the enemies' attention and escape out of their line of sight, increasing both his and his allies' chances of survival.

Furthermore, a new perk tree "Guerrilla Warfare" has been introduced, derived from the "Side Step" skill.

  • "Guerrilla Warfare" Perk Tree - Damage increases based on "movement distance," and after an attack, the TP cost of "Side Step" becomes 0. This allows for a playstyle that involves repeated approaches and escapes, enabling aggressive maneuvers at the frontline and sidelines of the battlefield.


The reworked "Guerrilla Warfare" perk tree, which has been modified to maximize damage as Edwin covers longer distances and secures favorable attack positions, will make him feel more like an assault trooper, actively charging enemies and initiating combat while also maintaining a supportive position in coordination with allies.

On the other hand, choosing the "Hold The Line" perk tree, in contrast to the "Guerrilla Warfare" tree, allows for maximizing damage output in a stationary position.

  • “Hold The Line” Perk Tree: The cooldown of "Support Attack" is eliminated, and by "holding the current position," there is a decrease in WP/TP consumption and an increase in damage, enabling the unleashing of substantial damage.


Edwin, when choosing perks from the "Hold The Line '' tree, sacrifices mobility in exchange for holding his position and providing continuous support attacks to Willam and Duirmuid, maximizing the party's offensive power.

Both the "Guerrilla Warfare" and "Hold The Line" perk trees show distinct strategic characteristics, further enhancing the difference between Edwin and other characters.

We’ve also removed the weapon requirement for Support Attack (bow, spear, long weapon) giving even more freedom for playstyle.



We hope the new and improved Edwin is as fun for you to play with as he was to us!

Next time, we will introduce the direction of the rework for Jorgyn, the blacksmith who repairs the Survivors' weapons in the hideout. Until then, Thanks!

Thank you