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REMORE: INFESTED KINGDOM News

[Dev Note] World Time and Map : REMORE Exploration Milestones



Hello, survivors!
Today, we'd like to introduce some exciting new content related to stages.
In the previous dev note,
[Stage System Overhaul], we introduced a major change where each map is the "smallest unit of experience," and allows players to freely move between them. This change creates a sense of "free movement," making the exploration of REMORE more immersive and ensuring that the overall game tempo remains engaging and not sluggish.



However, compared to the previous system, where each map had a clear "start and finish," the new freedom of movement introduced a challenge: it became less clear when to place a pause—or even a full stop—on expeditions. In other words, the sudden increase in freedom led to a loss of clear markers or milestones for exploration.

To address this and prevent players from feeling lost, with this new freedom, we’re introducing two systems that act as temporal and spatial landmarks: World Time and Map.


[h3]World Time: Bringing Expeditions to Life[/h3]
World Time is a new system that dynamically changes the state of each map as the expedition progresses. However, since basing it on "real-time" could create unnecessary pressure in a game where strategic movement is key, the passage of time will instead be linked to the number of movement tiles in the free movement state or the number of turns during combat.

As a result, enemies on each map now have a "respawn time." If you revisit a map shortly after clearing all the enemies, it will remain empty. But after a certain amount of World Time has passed, enemies will respawn. Furthermore, if a map is left unchecked for a long period, more enemies will spawn. We'll delve deeper into this "Dark Shroud System" in a future dev note.

In addition to the introduction of World Time, the state of each map will now be saved. For instance, if you revisit a map where you previously opened a door, that door will remain open, and looted chests will stay empty. Through these changes, we aim to deliver a more immersive experience, making Remore feel like a truly interconnected world rather than just a series of isolated stages.



World Time serves as the temporal progression marker for expeditions. If you've spent too much time on an expedition, the maps will gradually fill with enemies, while the number of items you can gather will noticeably decrease. At that point, it might be time to return to the safe haven for some rest and regrouping.


[h3]Map: Providing Direction for Expeditions[/h3]
We’ve briefly shown an early version of the map in a previous developer note. The initial goal was to create a basic structure that connects maps, distinguishes special maps, and portrays the general geographical features of each region. With these minimal elements, we put together the first draft of the map and conducted internal testing.



After testing, we received a lot of feedback that the previous map was only fulfilling the most "minimal" role. Its only functions were to prevent players from getting lost and to indicate whether a special event would occur in the upcoming map.

As a result, we re-evaluated the information that should be included on the map. Instead of just focusing on what is “possible” from a UX perspective, we aimed for what would be "convenient." We redesigned the map’s structure, revised the labeling methods, and enhanced its aesthetic appeal.



First, we adjusted the icons and sizes of the map symbols. The goal was to make the distinction and importance of each map type immediately clear. To achieve this, we categorized the icons into three types and scaled the icon sizes according to their level of importance.

For the map where the player is currently located, we highlighted the icon's border to make it more visible. This allows players to more easily identify their current location and the next map they will encounter, enabling more "strategic" decisions.

We also marked "safe return points" on the map with icons, as these are key points for the player's journey. Additionally, if important objects are added later, they can also be indicated in a similar icon format, making it easy to see which objects are present on each map.

The result was much easier navigation and the internal testing results were positive too. The fun of free exploration and the appropriate tension were well-balanced, and with the introduction of clear markers for the journey, players could make more strategic choices. Some players might push the boundaries of safety on their expeditions, "Just a little more...!", while others may cautiously reveal the map, making careful progress.

Anyway that’s it for today, we'll be back next week with more exciting news!
Thank you, survivors!
REMORE

[Dev Note] Caught in the Hunter's trap! Just give up!



Greetings, Survivors!

Development journey of REMORE has already been 4 years. Today, we’re taking a short rest, talking about overall progress.

The reason we could stand for this long, severe(?) development journey is your attention, and our will to meet the expectation. And so long, REMORe is heading to a better, more exciting game for sure.

Today, we’d like to say that we found the “Cape of Good Hope” in our journey. We finally designed the concept to be “basis’ of our development journey, so that we can stand and step forward, in belief that the “Completion” of REMORE is not impossible.



What was your “Core Experience” of REMORE? We expect that there would be thrusting enemies, will to survive slashing over them, or shining human wisdom in this progress.

We had a thought that this experience could be organized as “human hymn.” Against overwhelming threat shines human basis value, and that shining moment can be explained as “Core Experience” of REMORE. Despite being human, or rather, precisely because we are human, we aim to allow the experience of the extreme limits of human values through REMORE.

Let’s take a moment to talk about the essence of “games” as a medium. Simply put, a game is a collection of rules, and through this collection, it becomes a playful activity where we can derive “enjoyment.” These rules sometimes test the player's own values, while at other times, they immerse the player in a fictional world, offering new experiences as part of that world.

The virtual world experience that REMORE seeks to offer as an RPG is distinctly different from our reality. The medieval era and the apocalyptic setting are so far removed from reality that players will likely "appreciate" the world of Lemoore rather than "immerse" themselves in it.



So, how can the "Human Hymn" that REMORE offers resonate more vividly with you, the survivors? We aim to convey this through the aesthetic concept of "the sublime."

The "sublime" is a feeling that arises when faced with an overwhelmingly powerful force—such as a natural disaster or war—that makes one acutely aware of their smallness. Initially, one feels despair or helplessness in such situations, but eventually, through recognizing oneself within these awe-inspiring events, human nature shines through. This concept of "the sublime" can also describe the feeling one gets when witnessing something overwhelmingly perfect, like an extraordinary piece of architecture or a breathtaking natural landscape.

In the world of REMORE, a great catastrophe has occurred. This disaster is so absurdly merciless and seemingly insurmountable that it threatens the very survival of humanity. Nevertheless, through the wisdom and will of you, the survivors, the people of REMORE choose to survive and face this catastrophe head-on. And in doing so, their humanity shines, and the sense of the sublime can be felt.



So, what’s changed, you ask? We are now working to further elevate this sense of sublimity. To do so, we plan to depict even more overwhelming disasters and the human will that shines ever more brightly within them. With new content and more engaging stories, we hope to recite this “Human Hymn” even more beautifully.

We are now aiming to take REMORE beyond being a game as a "set of rules" and guide it into becoming a form of "media art." Countless ideas have already been proposed for this, and what remains is the task of refining those ideas and applying them to REMORE. Through this, we believe we can offer you, the survivors, an opportunity to experience the "sublime nature of human will."

There isn’t much time left. Please continue to follow us til the end of Remore’s development journey. Thank you, survivors!
REMORE

[Event] Discord Invitation Event Winner Announcement!



Greetings New Survivors,

The REMORE: INFESTED KINGDOM Discord Invitation Event is over!

We received many new members during this event and want to take this time to welcome you all! We hope you enjoy your time here and thank you for joining!
Now, we're excited to present our Discord Invitation Event Winner!

[h3][Event Winner]​[/h3]
felder93

[h3][Note] [/h3]
  1. Winner has chosen randomly by wheel system. Please check following Youtube video for details.
    [previewyoutube][/previewyoutube]
  2. Reward has been sent via Discord message, please check your Discord account.

  3. If the code provided as a reward is sold, the code will become revoked.

Congratulations to Winner of the Event!

Once again, a huge thank you to everyone who participated! Stay tuned for more Discord events!  

Thank you,
REMORE

[Dev Note] Caught in the Hunter's trap! Just give up!



Ah, Survivors!

As I mentioned previously in our Dev Notes, this time I’d like to introduce a New Character who uses the Bow as their Main Weapon!

Last week, I introduced the Crossbowman, a class specialized in "Attack Power" from a distance, functioning somewhat like a sniper. The stability that comes with long-range attacks and the powerful damage they can inflict were their key characteristics.



[h3]More than just making simple long-range attacks, the Bow is one of the most "Versatile" weapons in Remore.[/h3]
While the Crossbow is great, it's a bit limited in range despite being a long-distance weapon. The Bow, on the other hand, doesn't hit quite as hard as the crossbow, but it makes up for that with its precision. You can target and take out specific enemies from a distance. Unlike the crossbow, which needs the right conditions to deal maximum damage, the bow lets you pick off key targets or disable threats no matter how the enemies are positioned.

We really wanted to emphasize this versatility. The bow is meant to be a weapon that can attack reliably in almost any situation, and that's what makes it so unique. So, any class that uses the bow as their main weapon should be able to create favorable situations for their team and consistently land their shots, no matter what’s happening.

There are lots of ways to create advantages in battle. You can lure enemies into an ambush or position them perfectly for a Pincer attack, or you can adjust their formation to fit within an ally's attack range. But those strategies are better suited for other classes we’ve already designed, especially the close-range fighters. That’s why we needed to come up with a new way to make enemies vulnerable.



So, we needed a class that could create negative situations for the enemy, while still fitting the role of a long-range attacker. Instead of dealing massive damage, this class would focus on providing better attack opportunities for other characters, acting as a sort of "Jack-of-all-trades" support character.

That's how the new "Trap" mechanic was born.


[h3]A New Way to Control Enemies: Traps[/h3]
Traps are a simple mechanism that pins enemies in a specific location. The most common use is to immobilize enemies, preventing them from moving on their turn or locking them in a vulnerable position for your allies to take advantage of.

We’ve added a unique tactical twist to these traps, specific to our game’s combat style. In Remore, “Surrounding” the enemy is a crucial mechanic, and achieving this often requires adjusting the enemy's position. With that in mind, we designed traps so that any enemy caught in one is treated as "terrain," meaning they can be used to efficiently surround other enemies.

During internal testing, we received a lot of feedback about the difficulty of surrounding enemies. While it's a highly advantageous tactic, creating the right conditions for it can be challenging. Specifically, players pointed out that when there are a lot of enemies, there often isn't enough "terrain" to fully surround them. But by making some enemies function as terrain through traps, it becomes much easier to set up a surround attack. So, not only do traps restrict enemy movement, but they also lay the groundwork for controlling other enemies.

Inspired by this idea, the Hunter is designed to be versatile ranged playmakers who can utilize traps and create favorable environments for their allies.


[h3]Bear Trap: "Walked Right Into My Trap!"[/h3]
The Bear Trap is a skill that sets a trap to subdue enemies, as mentioned earlier. It activates when an enemy steps onto it, meaning you need to predict the enemy's movements. Where the enemy gets pinned can significantly disrupt their formation.

Just being able to control enemy positioning in a grid-based puzzle is a huge threat, but the most dangerous aspect of the Bear Trap is that enemies caught in it are treated as "terrain." This gives you a major advantage in making successful collision or surrounded attacks, allowing you to dominate the battlefield.



The Hunter predicts the enemy's formation, sets a Trap, and then moves to a safe position out of the enemy's reach. When the enemy steps on the trap, their formation collapses, leaving them exposed and vulnerable to the team's attacks. This is the essence of the "Hunter"—fully prepared and ready to unleash everything to take down their prey.


[h3]Prey Caught: "The Hunt Always Goes as Planned."[/h3]
It’s not easy for an enemy to accidentally fall into a Trap set by the Hunter. However, when the hunter’s planning comes together, their power is formidable. The Prey Caught trait allows the hunter to recover some of their weapon stamina whenever an enemy steps into their trap.



As mentioned earlier, the Hunter specializes in using the Bow to attack enemies at any range. This means that any enemy caught in a Trap becomes a target for the Hunter. Thanks to the Prey Caught trait, the Hunter gains the opportunity to finish off trapped enemies with ease.


[h3]Knockback Shot: "The Enemy is Always Exactly Where I Want Them to Be."[/h3]
The Hunter’s Traps won’t always catch every enemy. Sometimes, enemies may stop just short of the trap, or their formation might not be as advantageous for your team as you'd like. But the Hunter is a long-range specialist, a master at controlling the battlefield from afar.

Knockback Shot is a skill that disrupts enemy formations from a distance and creates favorable conditions for your allies. It pushes shot enemies to the sides, allowing you to force them into traps or adjust their positioning to benefit your team.



The Hunter’s primary goal isn’t just to eliminate enemies but to place them in even worse situations from a more advantageous position. Push Shot perfectly aligns with this goal, creating chaos for enemies and new opportunities for allies.


[h3]Missed Shot: "You Know I Didn’t Mean to Do That… Right?"[/h3]
Even the most skilled Hunter can make mistakes. While it would be ideal for every shot to hit the intended target, the Hunter’s Missed Shot trait adds a small touch of unpredictability. Occasionally, the Hunter may end up shooting someone they didn't intend to.



Of course, the Hunter won’t shoot an arrow into the back of an ally’s head, but even the most carefully crafted strategy can sometimes have a small misstep. Just as there is no such thing as a flawless strategy, the Hunter, too, may slip up from time to time.

So that’s it for the Hunter introduction! We’re excited to show off all the new gameplay possibilities!

As always, we’ll be back next week with more updates.

Thank you!
REMORE

[Dev Note] The Arbalist sets his sight!



Greetings, Survivors!

Today, we’d like to introduce a New Character!

For those of you who have been following our game since Early Access, you may recognize a familiar face: Edwin is returning to the Survivor’s camp! No longer a young apprentice, he's back in the world of Remore with a new class concept: the ranged attack specialist "Arbalist".



[h3]Edwin, No longer a Trainee, but an Expert![/h3]
In Early Access, "Edwin" played a "Support" role, attacking enemies from the back lines in contrast to the close ranger combat of Willam (now Royal Guard) and Duirmuid (now Barbarian). He was equipped with spears and bows rather than two-handed swords or axes and would "support" Willam and Duirmuid as they attacked from the front.

Skills such as "Side Step" were also used in a relatively defensive manner, allowing them to break free from “Caught,” get away from the enemy, and then set up a secondary attack from the back row, which is what we intended at the time.



However, as we’ve mentioned before with the Royal Guard and Barbarian introductions, Remore has shifted from focusing on individual character backstories to centering on the overall world narrative. Because of this, there’s no longer a need for an apprentice-type character growing into their role, either from a storytelling or gameplay point of view. Now, we need characters who are more specialized and professional, especially when it comes to supporting the frontline fighters.


[h3]The Sharpshooter: Powerful Ranged Attacks[/h3]
There’s always been a need for characters that can safely attack from behind the sturdy frontline warriors. We saw this dynamic in the Early Access version with Willam, Duirmuid, and Edwin. But as we’ve said in previous dev notes, "Support" characters are no longer part of the plan. Instead, every character now needs to carry their own weight, which led us to develop a dedicated "ranged damage dealer" role.

While the idea of attacking enemies from a distance isn’t new—bows have existed in the game since Early Access—we’ve now reached a stage where every class has a "main weapon" (like the Barbarian’s two-handed axe or the Mercenary’s polearm). So far, we haven’t had a class where the bow is the primary weapon.



When we decided to look at ranged characters, we wanted to expand the types of ranged weapons available, as having different types of ranged weapons allows for more versatility and personality for ranged characters. In the same way the two-handed sword that specializes in a wide ranging attack versus the two-handed axe that specializes in a horizontal attack does for their related character.

The traditional bow was a weapon that could reliably hit a single target at a decent range, with relatively low damage in return. In contrast to this, we've added the Crossbow, which can only hit in a "straight" line, but has an AoE attack (rather than single target) and does more damage. In other words, while the bow is a more generalized ranged weapon, the crossbow is a more specialized ranged weapon that can do more solid damage.

The roles naturally split, with the bow user becoming a versatile multi-role character, while the crossbow user specialized in offensive sniping. The more "standard" ranged damage dealer seemed to be the crossbow user, focusing on pure offense instead of complex mechanics. This made the crossbow user a typical ranged attacker, fitting the "starting member" role. Edwin, part of the Early Access version, was chosen as a crossbowman because he fit the role of a traditional long-range damage dealer.


[h3]How the Crossbowman Survives REMORE[/h3]
After defining the crossbowman’s main strength—long-range, straight-line attacks—we thought about how this character would work with other classes. Most classes fight up close, but the crossbowman hangs back in a safer position, picking off enemies. The big advantage here is that they can deal consistent damage every turn.

To balance this, we gave the crossbow a longer cooldown. But if you play the crossbowman well, there’s a trait that lets you reduce this cooldown. We also added a skill that randomly hits an enemy within range, adding an element of unpredictability. Overall, the crossbowman is designed to be a bit trickier, rewarding players who can make the most of the right conditions.



To give the crossbowman more power than a normal bow user, we added a skill that can hit multiple enemies in a line and deals more damage with each one it passes through. This really drives home the idea of the crossbowman as a heavy-hitting, long-range damage dealer.
Their main stat is “Dexterity,” which boosts critical hit chance and accuracy as it increases—perfect for a crossbowman focused on sniping enemies from a distance. However, they’re not very sturdy, so they’re vulnerable to attacks and need to stay in the backline, avoiding damage as much as possible.


[h3]Random Shot: "If you step into the crossbowman’s range, you better be ready!" [/h3]
"Random Shot" fires at a random enemy within range. It hits hard, but if there are multiple enemies around, you’ll just have to hope it hits the one you want.

This randomness isn’t to make the crossbowman a crap shoot. It’s more about rewarding smart play. If there’s only one enemy in range, it’ll definitely hit them. Plus, you can coordinate with your team to make sure that no matter who gets hit, it still works in your favor.



[h3]Quick Reload: Rapid-Fire Frenzy[/h3]
"Quick Reload" is a unique trait of the crossbowman that offsets the relatively long cooldowns of crossbow skills. With this trait, every time you attack with a crossbow skill, the cooldown for all crossbow abilities is reduced by 1. This means you can rotate through multiple crossbow skills and attack up to three times in a single turn.

While any character can equip a crossbow and enter battle, they’ll have to deal with its long cooldowns. Only the crossbowman can handle the weapon without slowing down! Thanks to this trait, the crossbowman can unleash powerful crossbow attacks repeatedly, without worrying about cooldown times.



[h3]Piercing Shot: Line Up! Line Up![/h3]
Piercing Shot is the crossbowman's "Ultimate" skill, dealing more damage the more enemies it hits. It fires through all enemies in range, and the damage increases as it pierces through more targets.

True to the crossbowman's "offense-focused" concept, Piercing Shot is a powerful ability that can turn the tide of battle if used wisely. The ideal scenario is to line up as many enemies as possible, especially with a high-health target at the back, so you can maximize the damage across multiple foes.



[h3]Emergency Reload: Hold On, My Arrow’s Stuck![/h3]
Even the mighty crossbowman makes mistakes! With each use of a weapon skill, there’s a small chance the skill’s cooldown will be reduced by 1, but there’s an even smaller chance that the cooldown will increase by 2.

If you're lucky and the cooldown is reduced, that’s great! But if it increases by 2, it could be a serious setback, potentially forcing you to rethink your entire strategy. That’s why the crossbowman always needs a Plan B. Sometimes, it might be better to retreat, regroup, and then jump back into the fight.



So, what do you think of Edwin’s transformation into the Arbalest? We can’t wait for you to give him and his trusty crossbow a try for yourself!

Next week, we’ll be back with news about a new character who uses the "bow" as their main weapon, which we hinted at earlier.

Thanks again!
REMORE