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REMORE: INFESTED KINGDOM News

[Event Ended] Official Discord Invitation Event



Greetings Potential New Survivors!

We would like to Cordially Invite You to the Desolate Lands of REMORE: INFESTED KINGDOM through our Official Discord Channel!

A vile apocalyptic land awaits in Remore where terror lurks in every corner...
You are going to need a place to gather among your peers...
A haven from the coffee guzzling, happiness-devouring Infested that roams outside.

Enter our Discord, a place where like-minded individuals such as yourself can share or gossip tidbits of Remore knowledge or lore! Or not! We got Random rooms too!
We also got Update cookies~~

BIG NEWS!!! - - - Join During this Event Period for a Chance at a Free Copy of REMORE: INFESTED KINGDOM Early Access Version.

Only New Members are eligible for the event.
However, don’t worry my original OG Discord members! We did not forget about our preciouses!
Stay tunned for more Discord related events in the future!

[h3][Event Period]​[/h3]
Sep 24 ~ Sep 30 (PT)​

[h3][Winner Announcement]​[/h3]
Oct 8 (PT)

[h3][Event Details]​[/h3]
Join REMORE Discord Channel

[h3][Rules] [/h3]
  1. Only users who newly joined the REMORE Discord channel after the event announcement was posted are included to the event.

  2. Users who have already joined the channel are excluded.

  3. Users who joined REMORE Discoed channel after the event period will be excluded​

  4. Those who participated in the event must be on the channel until the winner announcement.
    If you leave the channel before the winner announcement, you will be excluded from the event.

  5. Reward will be sent out through Discord direct message. ​
    If the code provided as a reward is sold, the code will become revoked.

Thank you,
REMORE

[Dev Note] Survivor's New Ultimate: Pincer Attack!



Hello again, Survivors!

Last week, we talked about the big changes coming to the Stage System and all the tweaks we’re making to support it. Since it’s a major overhaul, all the Dev Team is hard at work rebuilding the system from the ground up!

Even though we’re focusing on this, as we mentioned before, the heart of Remore is still all about "Combat." We haven’t lost sight of that and are constantly brainstorming ways to make battles more fun and tactical—pushing players to get creative in every fight.

In the Early Access version, the key combat systems we introduced were the "Ambush" and "Surrounded" systems. Both of these required sharp attention to enemy sightlines and tactical thinking around positioning your team and the enemy.



[h3]Thoughts on the Current Combat System[/h3]
As we’ve been tweaking the stage system and running internal tests, we've gotten a lot of different feedback on Ambush and Surrounded. The main goal was to create combat that’s “challenging but rewarding,” and overall, people seemed to like that direction.

When we talk about “rewards,” there are two types: in-game rewards and the emotional payoff for the player. The in-game reward is pretty straightforward—it’s about whether the extra damage you deal matches the challenge of pulling off an Ambush or Surrounded attack. We've been working to balance that extra damage and think we’ve found a good middle ground where the difficulty feels fair.

As for the emotional side, it's about whether these combat mechanics actually feel satisfying to use. To hit that mark, we focused on making sure Ambush and Surrounded attacks look and feel right, with the right effects and atmosphere.

With Ambushes, we think we’ve nailed it. The system lets you attack enemies from outside their field of view, which fits perfectly with the “Ambush” concept. The gameplay works really well with stealthy characters like the Shadow Sister, allowing them to take out enemies without leaving any witnesses—a true ambush in every sense.



When it comes to Surrounded attacks, some players felt that the emotional payoff wasn’t strong enough. The idea is that you need to surround an enemy with your team before attacking, but it’s harder to pull off than it sounds. Whether or not you can set up a Surrounded attack depends a lot on how the enemies are positioned, or what skills and resources your team has, so it’s not something you can easily do all the time. You really have to take advantage of the right moment to make it work.

It makes sense that an enemy would be more “vulnerable” when surrounded, but since individual characters still do the attacking, the feeling of “everyone teaming up” to strike doesn’t really come through. That sense of a coordinated group effort felt a bit lacking.



So, we needed to add an emotional reward for creating a Surrounded situation, something that would be tangible and fun - something that would raise awareness of the situation and give it more emotional appeal. So, we'd like to introduce you to our new combat system, Pincer Attack.


[h3]Survivors' New Ultimate: Pincer Attack[/h3]
Pincer Attack is a new skill that can be used when three characters are all adjacent to an enemy, under the same conditions as a Surrounding (flanking) situation. It acts as a new gameplay reward, offering a bonus attack opportunity during a Surrounded situation, and thus, it doesn’t require any additional WP or TP to activate. However, unlike other skills, it is limited to once per turn.

When Pincer Attack is triggered, all members of the expedition team attack the targeted enemy. Not only does the game display the attack in simple pixel graphic animations, but it also shows cut-in illustrations of the characters participating in the attack. Through this visual effect, we wanted to convey the message that a surrounding situation is an overwhelmingly advantageous moment for the team and drives home the impact of all characters jumping in on the attack, delivering a satisfying and visceral reward for pulling it off!



The most basic use case is to quickly eliminate enemies with high health that are difficult to take down in one hit. By using a Pincer Attack in a Surrounded situation, you can defeat a fairly strong enemy in a single strike. Additionally, since the Pincer Attack doesn’t consume WP or TP, you’ll be able to save resources to deal with other enemies after taking down a powerful foe.

This increases the necessity of creating Surrounded situations, significantly boosting the value of battlefield control. You can move enemies to desired positions using abilities like pushing and pulling, then more efficiently surround them with less cost.



This means the value of movement skills has increased greatly. You'll be able to utilize the Jester's various movement skills, the Royal Guard's position swap, and more to get your characters deeper into the battlefield, create an opportunity, and create a Pincer Attack situation.



To sum it up, Pincer Attack is like an “Ultimate Move” that can be used once per turn when you’ve surrounded an enemy. Thanks to this clearer effect, surrounding enemies has become a much more exciting and essential combat mechanic, giving players both a gameplay and emotional reward.


[h3]What's Next?![/h3]
The internal feedback has been really positive. Many felt that controlling enemy formations to set up Pincer Attacks made the game more fun and rewarding. Plus, there was a lot of love for the satisfaction and impact of the move’s visuals.

Next, we’re looking at expanding this reward system with Pincer Attacks for wide-area Surrounded situations, where you trap multiple enemies at once. Pulling off a wide-area Pincer attack takes clever battlefield control and resource management, making it one of the more challenging puzzles in the game. So far, the only reward for a wide-area surround has been extra damage, but we're aiming to make it even more exciting!



We’re also planning to introduce “AOE Coordinated Attacks,” where you can use large weapons like greatswords or two-handed axes to hit multiple enemies at once. While setting up an AOE Coordinated Attack will be tricky, mastering it will help you fend off the darkness in Remore even more effectively.


[h3]Wrapping Up: Shifting Focus from “Penalties” to “Rewards”[/h3]
Up until now, Remore’s combat system has been all about harsh, intense battles that fit the “medieval apocalypse” setting—focusing on difficulty and overwhelming enemy forces.

While overcoming tough situations is the essence of a tactical game (and we’re not about to turn this into an easy, casual experience), we realized that giving players opportunities to create their own “advantages” would make the game more fun. Our recent playtests have backed this up, with players responding positively to this approach.

Our goal is to build a game that’s still “challenging and tense” but also “fun and rewarding.” And with that, the development journey of Remore continues.

Stay tuned for more updates next week.
Thanks for sticking with us, Survivors!
REMORE

[Dev Note] Faster Battles! More Rewards!



Hey Survivors!

As promised, today’s update is all about the final part of the big Stage System Overhaul—the changes to combat and rewards.

With the introduction of Free Movement, Remore is becoming an even more immersive space. There are a lot of changes coming with the new environment, but the biggest one has to be "Combat."

Since the heart of our game is battling monsters in a medieval apocalypse, this new space rework sets the stage for more thrilling combat. And honestly, what really makes or breaks the game is how fun the battles are.



[h3]Direction: More Frequent and Varied Combat[/h3]
In the old stage system, combat was all about keeping the tension high. You were constantly dealing with waves of monsters—sometimes sneaking past their sight to ambush them, other times coming up with strategies to wipe out enemies surrounding your allies. This “intense, tactical combat where your strategy can drastically change the outcome” is a big part of our identity and something we don’t want to lose.

But we heard a lot of feedback that this kind of non-stop, high-pressure combat in one big stage made the game feel too exhausting after a while.

Now, simply lowering the difficulty to reduce fatigue wouldn’t work, because that would mess with the game’s core identity. Instead, by “keeping the challenging combat but breaking it up into shorter, more manageable encounters,” we can deliver the same excitement without wearing players out as quickly. That’s one of the main things we wanted to achieve with the stage system overhaul.

  • With the stage system revamp, each "Map" is now the smallest possible unit of gameplay, meaning the maps themselves have gotten smaller.
  • Since most maps (but not all) have enemies on them, combat has shifted from one long, continuous battle to a series of shorter, more frequent encounters.

Plus, with the increased variety of maps, you’ll face more diverse battle scenarios, with different terrain and enemy combinations to keep things fresh.

In the past, you had to keep strategizing within one big farming map, planning for each “room” as you went. Now, each "map-stage" is its own tactical experience, and there are plenty of them to dive into.



Thanks to these changes, we’ve been able to keep the “high difficulty” combat just as intense, while making it less tiring for players. Plus, with “different environments and enemies in each stage,” you’ll face even more varied tactical challenges.

Before, even if we had a wide range of enemies, they all had to fit the main theme of one big farming map. But now, as the spaces change, you’ll go from areas with lots of humanoid enemies to zones swarming with monsters. The types of monsters you face will also evolve with the different environments and story elements.

Our level designers have been hard at work, but it means you’ll get a much richer experience in the game overall!


[h3]Adjusting Combat Rewards Tempo[/h3]
Since Early Access, the main way to get rewards in Remore has been by looting item chests. This system fits well with the current stage exploration, so we didn’t see a reason to change it. You could also earn rewards through special events or after battles.

In the old version, most character growth rewards were only applied once you got back to the hideout. Experience points were tallied when you returned, weapons could only be equipped during the maintenance phase, and even Ember Memories—a core part of character growth—could only be bonded at the hideout.

Now that the stage system involves alternating between combat and free exploration during a single expedition, we needed to tweak the reward system. If you had to keep going back to the shelter to use your rewards, it would make the game feel repetitive.

To fix this, we’ve adjusted the reward tempo. You can now earn and apply growth rewards during expeditions and battles without having to return to the hideout, making the gameplay feel more seamless.

First off, experience points are now earned immediately after defeating enemies. This means you can level up during combat, with stat boosts, skill upgrades, and trait acquisitions happening in real-time.

Weapons can now also be equipped or unequipped during expeditions. So, if you find a weapon in a chest or loot one from an enemy, you can freely equip it on the spot.

However, to keep the fun of making tactical decisions by preparing weapons in advance for upcoming encounters, weapon swapping during combat is still limited. This means that during free movement, you can equip two weapon sets per character, and when facing enemies, you’ll have to rely on the weapons you’ve prepared in advance to take them on.


(The image above shows a temporary implementation effect)

With these adjustments to the reward system, we’ve been able to add more "momentum" to the gameplay. Now, your character can level up in real-time during combat, allowing you to adapt your strategies on the fly. This also encourages new playstyles, like exploring previously overlooked areas for farming, all in the name of furthering your growth.


[h3]Changes to Ember Memories: Introduction of “Fallen Memories”[/h3]
One of the biggest challenges was how to handle the bonding of Ember Memories. As mentioned in the previous section about the memory bonding system (link), this system is a key element of both character progression and the gameplay-narrative connection in the current overhaul.

Through memory bonding, characters gain "Skills" and "Strengths," which can sometimes change the combat experience even more significantly than leveling up. However, previously, bonding memories could only happen at the shelter using the power of the Ember, in line with the narrative. This meant that during multiple stages, you couldn’t make major changes to your combat experience, which didn’t align with our goal of providing "frequent, dynamic shifts in gameplay."

To fix this, we’ve changed the system so that, like with weapons, you can now freely bond memories during expeditions in free-roam mode (we’ve also adjusted the narrative to match this, which we’ll explain in more detail later). As a result, characters can now level up in real-time during expeditions by gaining experience, increasing their "influence," and instantly bonding more Ember Memories on the go.

More importantly, we've added the concept of "Fallen Memories," which are randomly generated in each stage.

In the previous version, you could obtain "fixed memories" with predetermined names and stats by progressing through the story or defeating specific enemy units. These were planned to tie into the narrative as "memories of those who met their end in that particular space," and were essential for future gameplay progression.

However, as the variety of stages has increased, we realized that relying only on fixed memories wasn’t enough to create the feeling of "constantly changing experiences." To address this, we introduced the concept of "Fallen Memories," which allows for more emergent and dynamic combinations.

  • "Fallen Memories" are generated randomly based on specific rules and can be obtained by defeating enemies.
  • Unlike fixed memories, which are predetermined, these memories offer combinations of skills, strengths, and stats that aren't pre-planned (though there are rules in place to prevent them from being too weak or too overpowered).
  • This allows for a much wider range of character customization options, and it adds a fun element of surprise as you discover what kind of memory you've gained during your playthrough.


By going in this direction, we made “Fallen Memories” a way to introduce unexpected elements during gameplay, while “Fixed Memories” offer rare skills or strengths that are hard to get from Fallen Memories, or content that will definitely help in the next stage. This sets up clear, distinct roles for both.


[h3]So, Did It Make the Game More Fun?[/h3]
The feedback was really positive. The pressure and fatigue from combat were significantly reduced, so even players who usually preferred sneaking around started engaging more in fights. This led to a wider variety of tactical strategies being used.

Players also felt a stronger sense of character progression. The quicker pace of leveling up characters during expeditions increased the desire for growth, encouraging more active looting and combat.

Of course, since we put a lot of resources into this new structure, there are still some UI/UX improvements needed. And since the overall game flow has changed, we’ll need to rebalance things, which is a bit daunting.

Even so, with this big overhaul of the stage system, we’re confident that we’ve created a foundation for a more exciting and dynamic experience for you. We’re thrilled to share these changes with you.

Next week, we’ll be back with details on the new Combat System.

Thanks, Survivors!
REMORE

[Dev Note] Connecting the experience of the 'City' space



Hello, Survivors!

In last week's Dev Note, we introduced the new "Free Movement" system. The response was more enthusiastic than we anticipated, which both excites us and fuels our desire to share more about our dev journey. We've been looking forward to sharing more this week.

To summarize, the "Free Movement" system we introduced last week is a solution to the "long and tedious" experience of farming maps. By connecting several "small maps," we aim to reduce the fatigue from frequent map transitions and alleviate the boredom that can come from prolonged combat.

Today, we'll be discussing the concept of the "continuous experience"—specifically, how the placement of multiple small maps can lead to a more enjoyable experience.

Before the introduction of Free Movement, the existing stage system required players to return to a shelter after clearing each map, regardless of the map's play density, narrative significance, or playtime.

According to internal feedback, this experience felt excessively "repetitive." We concluded that this repetitive experience was due to the disconnection between the gameplay experiences of each map, caused by the return to the shelter. This disconnection prevented Remore from feeling like "one cohesive world."

Due to this "disconnected structure," each map felt like it provided a "functional experience" rather than an experience of exploring the world of Remore. In other words, story maps seemed to only deliver narrative-focused experiences, while farming maps felt like they merely offered combat between story maps, failing to create a unified experience.

To address this and provide a "connected experience" where Remore feels cohesive, we have made it so that farming maps now serve as "paths" between story maps.



In the map example above, the red circles represent “Story Maps,” which serve as "objectives" that players must accomplish through the narrative. Along the way, the “Farming Maps,” represented by the green circles, are designed to create an experience where players "pave a path to their goal by overcoming various threats."

We aimed to ensure that “Farming Maps” do not feel like disconnected "filler content" separate from the Story Maps. Furthermore, our development goal was to foster emergent gameplay, where "players can have different experiences depending on the paths they choose."


[h3]Direction: Strengthening Through Spatial Narrative[/h3]
For Farming Maps to fulfill their role as "paths," all maps, including Story Maps, must be "gameplay-connected." This means that moving between maps in the current free movement state should feel natural in terms of gameplay. To achieve this, we created a kind of spatial narrative "gradation," allowing for a seamless narrative flow between spaces.

If the maps have significantly different spatial compositions as players move between them, it would result in the same disconnected feeling as before, rather than providing the natural spatial transition that Free Movement is supposed to offer. Therefore, adjacent maps must also have aesthetic connections, so that moving between them gives players the sense that they are exploring "one vast space."



By connecting the spatial narrative in this way, we were also able to make the placement of enemy units feel more natural. For example, in the outskirts where the infestation hasn't spread, more human-type units are placed, while closer to the infestation, more monster-type units appear. This approach helps convey the sense that players are "moving closer to the infestation."

Additionally, to further bridge the gap between Story Maps and Farming Maps, we devised a new type of map called "Event maps." Since Story Maps are designed to deliver a narrative more firmly, they are aesthetically and gameplay-wise very distinct. Even if Farming Maps are designed to resemble Story Maps, there will inevitably be differences between them. Therefore, we introduced Event Maps, which sit somewhere in between Story Maps and Farming Maps.


(Above example is a test Event)


[h3]Result: Forming the Concept of the “City” and Connecting the Experience![/h3]
The concept of the unified city in the game became more solidified. In Early Access, the game's main setting was in a forested area outside of the city. This was a choice made to give each stage a naturally different themed space within a segmented system, but now that we're able to connect the spaces more naturally and form a larger “worldview,” we're able to set up Remore's stages as interconnected, “City-like” areas.



As a result, we’re able to offer more maps and a wider variety of experiences. Previously, a single stage was composed of about 4 Story Maps and around 12 large Farming Maps. By breaking these down into smaller maps and connecting them experientially, we were able to create a minimum of 40 interconnected maps.

As mentioned earlier, we set the "experience" as the unit of each map, and with the increase in the number of maps, the diversity of gameplay experiences we can offer has dramatically expanded.

Furthermore, the roles of "Story Maps" as gameplay milestones and the "Farming Maps" as the paths leading toward these goals have become clearer. This has introduced a more varied narrative experience. As the experience of navigating between maps has become less linear, the possibility for players to have different experiences depending on their chosen paths has been greatly increased. This allows us to provide an experience almost like an "Open World."



Internal feedback has been positive. Team members reported that in the current development version, where connections between spaces are made aesthetically and in terms of gameplay, they could feel a more vivid sense of Remore's world. Breaking down the map units and the addition of free movement, along with the connected spaces, has significantly helped Remore in providing a cohesive single "City" space.

We hope you dig the “City” space concept introduced today, and next week, we will introduce the combat experiences within it!

As always, thank you Survivors!
REMORE

[Dev Note] New way to explore REMORE, Real-time movement



Hello, Survivors!

In last week's Dev Note, we introduced the major overhaul of the Stage System and provided a preview of the changes to the system based on a New World Map Concept.

We mentioned that in order for a Single map to become the "smallest unit of experience" and for those maps to function as "Routes," a different approach would be needed compared to the stage system currently in Remore. Specifically, we need to come up with a way to provide an experience where maps are directly connected.

In the previous version, in most cases, successfully escaping from a map would immediately lead to returning to the Hideout. However, for a map to function as a "Route," leaving one map must directly lead to the next map. This experience should feel natural; not simply "transitioning from one map to another," but rather feeling like exploring a large, interconnected world.



With that in mind, we had to come up with a new stage system. The reason we're making changes on such a large scale, is that when we change or add one system, it inevitably impacts other connected systems, as we mentioned in a previous Dev Note.

Today, we're introducing a new stage system that directly affects how you control your character when moving between maps: Real-time Free Movement.


[h3]A New Way to Journey: Real-Time Free Movement[/h3]
Real-time Free Movement lets you move your character freely within a map without being restricted by turns when Out-of-combat. This system is our answer to the challenge of smoothly connecting maps while balancing combat and non-combat phases.

We wanted to reduce the size of each map to make clearing them less tiring. But using a turn-based system that also requires loading every time you move to the next map could make the game more exhausting. Plus, it could break the feeling that the maps are connected, interrupting the experience of exploring Remore’s world.

While we were brainstorming ways to reduce the fatigue from frequent map transitions and still make the maps feel connected, someone threw out a bold idea. They suggested that during non-combat situations, like exploring a map, we let players move in “real-time.”

At first, everyone in the room laughed—it sounded pretty out there. But the more we thought about it, the less crazy it seemed. We had already played around with real-time movement during the game’s development (we even mentioned it in the archives). The more we discussed it, the more we realized this idea could actually solve a lot of problems and make the game more enjoyable.



With the idea of real-time free movement on the table, we started thinking it through from different angles.


[h3]First Question: Will Real-Time Free Movement Really Make the Game More Fun?[/h3]
We started by comparing how the game feels without real-time movement (like in the older versions) versus how it might feel with it.

In the older versions, each map had specific objectives, and you had to stay on high alert the whole time, keeping up that constant tension. This could get pretty exhausting, and it was something people often pointed out as a downside.

But with free movement, the default state in a map would be “safe travel.” This change should help reduce fatigue and also give you more of a feeling of “exploration” as you move through the map. As a result, maps will work better as “routes” in your journey.

So, in the new version, instead of every map being a high-stress, turn-based experience, there will be some maps you can pass through with a bit more ease. This way, the tactical advantage of turn-based controls is still important, but the freedom to explore with real-time movement becomes just as essential.

Introducing real-time free movement would allow us to increase this freedom of exploration to a significant degree, meaning that the experience of exploring Remore's world would be much more "hands-on". Especially in our game, which aims for a high level of detail in its depiction of a medieval apocalyptic situation, this hands-on experience of exploration would further immerse you in the world.



Instead of just giving players a simple “escape” goal in each map, where everything in the map is just a means to that end, we’ve now created a new and exciting experience where players explore the world of Remore to achieve a “broader goal” that spans across multiple maps. This shift moves away from a straightforward structure where players solve tactical puzzles one stage at a time, and instead, they now get to explore a world hit by catastrophe, making choices to either fight or sneak past enemies, which adds more depth to the game.


[h3]Second Consideration: How Much Real-time Free Movement Should We Allow?[/h3]
As mentioned earlier, we’ve already implemented real-time free movement in our game before. Also, since we can use the resources that would have gone into a random map generation system to implement free movement, adding this feature to the current version didn’t seem too hard. But the real question was, “How Much” free movement should we implement?

Bringing in real-time free movement would mean making big changes to various game systems, like the stage system, combat system, and level design. We’re developing this feature because we’re pretty confident it’ll make our game a lot more fun, so avoiding it just to keep things the way they are wasn’t really an option. However, we did need to figure out the scope of when and where real-time free movement should start and stop in our game.

Since our game is based on “Turn-based Tactics,” there’s no reason to include real-time free movement during combat. So, the most basic rule we came up with is that free movement should be limited to “when you’re not in combat.” But that means we need to define what exactly counts as being “in combat.”

In earlier versions, “in combat” was when an enemy was “aware” of the survivors. This could happen if you entered their line of sight, failed to take them down in one hit during an ambush, or made noise that alerted them. But in free movement mode, the player’s actions are the focus, and combat situations also involve tactical preparation, like ambushing enemies to start a fight or positioning your team before engaging the enemy.



So, we decided that “combat situations,” or the point where the game switches from free movement to turn-based mode, would be defined as “when an enemy comes into the player’s line of sight.” This way, when the game shifts from free movement to turn-based, players will know they've spotted an enemy. They can then start planning their strategy for the fight, which will still use the game’s existing combat system. Once all the enemies in sight are dealt with, the game returns to free movement mode, letting players continue exploring the map.

With that, we wrapped up our discussions and brainstorming about how useful free movement would be, how to implement it, and how far to take it. But even then, we still had that nagging question: “Can we actually pull this off?” It was time to find out.


[h3]So, We Went Ahead and Built It…[/h3]
After some intense debates and development, we created a prototype of the free movement system and tested it to see if it really worked.

For the basic free movement controls, we stuck with the familiar system from previous versions where you select a spot and move to it. But unlike the turn-based controls, where you control each party member individually, free movement requires all party members to move together. So, we designed it so that when you pick a location, the whole party moves there as a group.

For moving between maps, we added a fade-in and fade-out transition to smoothly shift to the next area. Plus, we designed the levels so that when you move off the right edge of one map, you start at the left edge of the next one, making it feel like the maps are connected."



We've also implemented a temporary transition from free movement to turn-based maneuvering: as soon as you spot an enemy, your maneuvering state will switch to turn-based, and you'll be ready for combat (we're still working on the UI for the transition).

In the combat state, you can see how many enemies you can currently sense, and once you've killed them all, you'll switch back to free movement.



Meanwhile, all loot earned during combat can be freely equipped, unequipped, and used while in Free Roam, meaning that you can do the maintenance that was previously done after returning to camp during Free Roam mode.


[h3]As a Result, Is It better?[/h3]
The internal tests of the prototype turned out really well. We were already pretty confident since the controls in the previous real-time movement version got good feedback, but this new system ended up fitting Remore even better than we expected.

The idea of having smooth movement when you're exploring and then focusing on tactical decisions during turn-based combat worked great. Because of that, the free movement system is now a core part of Remore's new stage design.

Of course, there are still plenty of other adjustments we need to make because of the free movement system. I'll talk more about that next week.

Thanks, Survivors!
REMORE