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[Archive] Inspiration and early prototyping



STEAM NEXT FEST is just around the corner! Many people have shown interest in our game after checking out the game on various channels, and some have said that it brought to mind other media like the movie Kingdom of Heaven and the game Battle Brothers.

After seeing this, I thought it would be fun to show you a little bit of what kind of game we wanted to make initially, the central concept and the development process.

Bear in mind, this week's post is called Archive for a reason, as it’s not discussing the current state development. In the future, we will use this format when looking back at stories from our development’s past, rather than a glimpse at the current development.



The most direct inspiration for Remore: Infested Kingdom’s development was Zombicide, a tabletop board game. This is a one to six player game that focuses on cooperating with one another to survive against zombies that are constantly spawning. There’s also a choice of thematic versions from the Middle Ages to Modern Era and even Science Fiction.

What we found attractive about Zombicide was the "thematic feeling". Using the concept of "Noise occurs every time you act, zombies track players in view, and you must escape by searching for items to help avoid and battle the monsters," players can get both the strategic/tactical fun of a board game and also the atmosphere and tension of the zombie theme.

There’s no shortage of zombie apocalypse-based games, but we felt that games that blend strong thematic feelings of survival and escape along with tactical depth were not common in the turn-based genre. Therefore, in the beginning of REMORE’s development, we asked the question, "If we try to reinterpret this kind of fun to fit a PC game, would we be able to create a unique game?"

In the first paper prototype, we tried out a number of features and thought that in addition to the rules found in Zombicide, we could create additional fun elements by adding our own systems and content.



Of course, Zombicide focuses on "the fun of co-op play," and we wanted to create a Tactical RPG game that is fun while playing alone in the form of a campaign, such as the XCOM series.

In the transition from a board game to a digital game, we had to consider new interface conventions that adhere to the style of PC games and incorporate Pixel-Art graphics. All this led to the birth of the first version.

The most noticeable feature of the first version was that it was turn-based but without using grid-based movement. We believed that a non-grid-based system that allows units to overlap with each other would better depict a "large number of zombies". The basic mechanism of "finding weapons hidden in boxes inside buildings, killing enemies that stand in the way, and then escaping" has been maintained in the current version as well.



The internal evaluation of the first version was surprisingly good. We were able to validate the framework that reinterpreted the core fun of the board game into an interface and ruleset suitable for a PC game. The enjoyment of switching out and using various weapons was also positive.

However, due to the nature of the non-grid system, it was difficult when deciding issues of distance like “how far to move to be able to attack enemies." We had concerns about solving these issues through UI or AI pathfinding mechanisms and reaching the level of “completeness” we wanted within the constraints of the top-down pixel art 2D style.

Moreover, basically we felt that we wanted to be more unique, even though the base level of fun had been achieved. We started wondering if there was a better way to capture the apocalyptic theme beyond simply "avoiding zombies and looting items" or "sneaking to evade enemies' sight and noise detection." This led us to attempt a completely new approach for the second version.

The second version took a complete U-turn by adopting a grid system. It used a semi-turn-based approach seen in games like Stoneshard or Shattered Pixel Dungeon, where time progresses for the entire world with each action or movement of the player character. Player’s Allies automatically take actions, followed by all enemies immediately after.



The primary goal of the second version was to implement a system where "automatically acting allies" could be controlled, trying to capture the emotion frequently seen in similar themed movies where allies panic, flee, or attempt unreasonable actions.

Also, the advantage of having all enemies act simultaneously was that the game pace was quite fast, as there was no need to individually observe the movements of multiple enemies.

However, the more we fleshed out this version, the more we felt we were drifting away from the initial goal we wanted to achieve.

  • The actions of uncontrollable allies were more annoying than fun.
  • The simultaneous movement of enemies/allies, rather than leading to the consideration of tactics for survival, felt more like hack 'n slash genres like Diablo.

As a result, we decided to return to the turn-based system, where all allies were directly controlled, while keeping the grid structure and the diverse weapon types with different attack ranges, which received positive reactions.

After this, we went through two more rounds of experimentation with different core mechanics before settling on the current approach and we’ll show this challenging journey in more detail in the next post!

See you soon Followers of Remore!

Thank you

[Patch Note] 0.9.8 Hot fix

  • Fixed an issue where the game was Not Loading after the Intro Cutscene.
  • Fixed a Graphical Issue on Tutorial (White Graphic)

Thank you,
REMORE Staff

[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