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REMORE: INFESTED KINGDOM News

[Dev Note] A Knight’s Journey



In our previous post, we promised to share the process for incorporating feedback moving forward. However, due to the huge amount of suggestions and opinions we received, it’s taking longer than anticipated! We really value it all and don’t want to brush over anything lightly!

So, for the time being, we’d like to take a look at the changes made since the NEXT FEST version of the game.

First off, a revamp of the skills and perks of the protagonist, Willam the Knight Errant!



Willam, originally had the following basic techniques, in line with the image of being a "knight who defends allies":

  • Shield Revenge: Counters when attacked during "Raised Shield" stance.
  • Swift Save: Swaps places with an ally, enabling the rescue of a caught companion.


However, these passives required the use of a shield as a secondary weapon and only triggered when being "attacked." They weren’t used actively and didn't align well with the game's characteristic of "using the appropriate weapon in the right situation."

As a result, we decided to replace "Shield Revenge" with a new skill "Weapon Specialist."

  • Weapon Specialist: Each time a weapon skill is used twice, gain 1 Weapon action Point (WP)




The new passive maintains the intended characteristic “specialized in one-handed weapons (consuming 1 WP)" while not forcing the use of a shield and leaves room for the use of two-handed weapons if the situation calls for it, thereby expanding the range of character use.

It also focuses on targeting enemies with various types of one-handed weapons, allowing for concentrated attacks on powerful enemies to neutralize them or weakening multiple enemies, thereby increasing tactical choice.

In addition to this, we have also redesigned the character's Perk Tree.



In the NEXT FEST demo, you got to experience William's perks like "Back to Back" where defense increased by 1 for each adjacent ally, and "Retaliation," where the damage of the next attack greatly increased when attacked.

Both these perks were designed around "Shield Revenge" so changes, with the new skill "Weapon Specialist" in mind, were necessary. However, we wanted to maintain the image of a "knight with solid defensive capabilities" and so decided to separate the "Iron Wall" and "Duel" perk trees.

  • "Iron Wall" Tree: Includes effects such as WP increasing by 1 on the turn after being attacked, strengthening shield defense, and counterattack abilities, allowing for a similar playstyle to the original William design.
  • "Duelist" Tree: Includes effects such as WP increasing by 1 on the next turn after defeating an enemy, and strengthening the “Swift Save” skill, enabling charging into enemy lines for a more aggressive playstyle.




Each Perk Tree has its own advantages and disadvantages, creating meaningful choices in play style and further enhancing the gameplay enjoyment of the character, Willam.

We’re really hopeful that players will find the new version of Willam a lot of fun to play and we’re excited for you to try him out!

Next time we’ll introduce the improvements we’ve made to Edwin, the support attack specialist!
See you again soon.

Thank you

[Re-Broadcast] Steam Next Fest 2023 June Live Stream



Missed our Steam Next Fest 2023 Live Stream? We got you covered!
Our full Live Stream of our REMORE: INFESTED KINGDOM Demo 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 our demo!

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

Thank you

[Dev Note] About Difficulty



STEAM NEXT FEST June 2023 wrapped up this Monday and we would like to begin this Dev Note by offering a special thank you to everyone for all your amazing feedback we received through our YouTube, Reddit, Discord, Steam Forums, and the Suggestion Box!

Up until now, as we didn't have the opportunity to show off our game, the focus of the Dev Notes has been on introducing existing game elements and also our intentions behind them.

Now that many of you have played the demo and gave us diverse opinions, we can share more varied content in the future, including upcoming development plans and addressing the areas that you asked about.



We would like to briefly share our thoughts on the most commonly talked about topic, "the Difficulty of the game", which many of you have mentioned.

Regarding the difficulty of the game in REMORE: INFESTED KINGDOM, we aimed to create a "High-difficulty" game that preserves the apocalyptic theme and that required deep tactical planning.

However, pursuing High-difficulty in a turn-based game, rather than an action game, can easily lead to overly complex game design and an "impossible to clear without knowing all the hidden elements" approach, which may feel unfair.

The goal we most wanted to achieve with the Demo version was to make the High-difficulty clearable by players who are playing the game for the first time, as long as they carefully understand the game elements and also that they perceive it as challenging yet fair experience.



Based on player feedback and the observations from playthrough videos, we think that the game experience seems to match our intentions.

Although there may be variations depending on how familiar one is with the genre, many of you have successfully overcome the challenges to reach the Monastery, strategically utilizing the various Weapons and Character Skills, as well exploiting the weaknesses of enemies, more than we had anticipated!

However, many of you pointed out that the explanations for the "Vengeance" and "Suffering" difficulty levels were unclear. To address this, we plan to improve the UI going forward to ensure a clearer understanding.



Regarding the addition of an "Easy" difficulty that many suggested; since it is impossible to provide meaningful experiences for all difficulty levels, we do not have plans to offer a difficulty level where beating the game is possible without any strategic thinking.

Nevertheless, through UI improvements, we aim to be more clearer conveying the characteristics of the "Vengeance" difficulty and balance it in a way that allows a broader range of players to enjoy Remore in a manner that suits them.

In addition to the difficulty, we are grateful that many of you provided feedback on various elements of the game. Rest assured, the entire development team is carefully going through and considering all of it.

In the upcoming Dev Notes, we will gradually share the feedback we received and how we are using it to improve the game!

Thank you

Steam Next Fest June 2023 is officially over!



Greetings Followers of Remore!

Steam Next Fest June 2023 is officialy over!
Thank you very much for taking the time to try our Demo during the event! We hoped you enjoyed it!

Quick reminder! If you tried our Demo, please take the time to fill out our Demo Survey! We would love to hear your thoughts! Your feedback can greatly changed the development of our game!

[h2] Steam Next Fest Demo Survey [/h2]

Thank you,
Remore Staff

[Archive] Experimentation and Retries



Spoiler Alert! This is a continuation of a previous Dev Note.

We previously talked about our paper prototype being based on Zombicide, the first non-grid turn based version of the game, and the grid semi-turn-based system where all allies acted autonomously.

The goal of the third version was to increase tactical depth by directly controlling all allies while maintaining the grid-based system. However, we were concerned that if we added infiltration mechanics such as "line of sight/sound" on top of the grid turn-based system, the game would become overly complex.

Also, in order to emphasize the thematic feeling of exploring various abandoned buildings and searching for supplies, the battlefield size was quite large at this point. Feedback was given that moving each character one by one could potentially make the flow of the game monotonous given this map size.

Drawing inspiration from games such as Mutant Year Zero and Divinity: Original Sin, which have exploration phases in real-time and combat phases in turn-based mode, we experimented with a version that provides an experience similar to real-time infiltration games during regular movement, and only allows direct commands to be given to all characters during combat.





This version got close to the desired experience generally. During the exploration phase, we were able to maintain tension by avoiding the attention of randomly moving creatures and searching for supplies. In combat, we were able to focus on tactical gameplay based on striking enemies from out of sight.

However, there was doubt as to whether we could achieve the desired level of quality going in this direction.

Making both "real-time exploration" and "turn-based combat” really enjoyable differed in terms of artwork, game rules, balancing, and other aspects. We felt that if we tried to capture both aspects, there was a high possibility of ending up with mediocre results on both sides.



Based on the results of the experiments, we decided to make "integrating all intended gameplay, including movement/exploration, into a turn-based system" the design foundation, even if there were some drawbacks. In a way, if we had just adopted the grid method by itself in the first version, we would have arrived at our current direction earlier, but we took the scenic route instead!

After deciding on this foundation, we fixed the overarching genre characteristics while shifting the focus of prototyping to answering the question, "How can we incorporate elements such as line of sight/sound into a Tactics RPG?" We talked about this in the Dev Note about line of sight and sound.

In addition to this, before reaching our current state, there have been other various iterations in regard to changes in character professions, meta-game and storytelling methods, and more. If we have the chance, we may introduce these at a later date.

Next time, we will briefly summarize how we plan to incorporate many of the suggestions you provided at Steam Next Fest 2023 going forward. See you again next week!

Thank you