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[Dev Note] Stage Narrative : Checkpoint



Hello, Survivors!

As briefly introduced in a previous Dev Note, "Completion of World View, to the Next Step!," our team is putting a lot of work into building the world of Remore and the narrative of the apocalypse that has struck it.

A strong, well-crafted world enhances immersion and enjoyment of that space. By creating a believable world in Remore, we hope to ensure that the content would feel real to the survivors within and not just game “devices.” This also opens up ways for players to understand the world intuitively.

Currently, we're exploring different ways to share this world with you. Traditional media like novels, comics, or videos often use a linear narrative to unfold the story and the setting.

However, games are interactive, so simply delivering the story passively isn’t the best solution. When players can actively engage with the game, they become more naturally immersed in its world, making the narrative more dynamic and inviting.


[h3]Stage Narrative: Content Beyond Being a Simple Stage[/h3]
Today, we’re introducing a stage concept narrative, which is one of the “active” narrative approaches we’re going for.

Many elements go into building a stage. Starting with the terrain design, we can show the atmosphere and concept of the stage. The placement of obstacles and other objects doesn’t just serve functional purposes; it also acts as a narrative device. Even enemy placements can show what might have happened in this stage!



If a single stage can convey so much, then multiple interconnected stages can offer an even wider range of narrative experience. Transitioning from one stage to the next can intensify or ease the tension. For example, encountering a darker atmosphere and more enemies will heighten tension, giving a sense of moving toward the heart of danger. Conversely, meeting and joining up with civilian survivors can bring relief and a sense of companionship.



Today, we’d like to introduce the “Checkpoint” stage, giving you a preview of the narrative we’re currently developing and showing how the stage narrative is structured.


[h3]Checkpoint: Neither Forward nor Back[/h3]
The checkpoint sits between a main road and the Pleasure District. Originally, it served as the “Gateway” for those entering the district, surrounded by barricades. In peaceful times, it was a frustrating but necessary checkpoint for those eager to experience the decadence of the Pleasure District.

As a place designed to control entry, the checkpoint has facilities for the stationed guards, including equipment, areas for meals and rest, and spaces for conducting inspections.



Then, disaster struck Remore. The darkness, which turned all living beings into creatures, spread both inside and outside the district. The surviving residents fled to the checkpoint, seeing it as an “exit,” but they hadn’t imagined that the creatures had already spread to the outside.

Thus, the checkpoint became a “prison” for the survivors of the district. The guards who once defended it were slaughtered by the creatures, leaving the survivors to fend for themselves, attacking anything that approaches to ensure their survival.



For players, the checkpoint is the gateway to enter into the Pleasure District. Amid the chaos of both human and creature enemies, they’ll need to pass through unscathed. It also serves as a starting point for players to directly experience the concept of the district that lays before them.

To enhance understanding of the checkpoint's unique setting and the apocalyptic situation, we’re considering quests and other narrative devices. We’ll share more details about these as our development journey continues.

Next week, we’ll introduce another stage with even more exciting stories.

Thank you once again, Survivors!
REMORE

[Event] Discord Riddle Challenge Winner Announcement!



Greetings New Survivors,

The No Survivors Left Behind! Discord Riddle Challenge is over!

We received many correct AND unique answers to the Riddles and had a blast reading them! We hope you enjoyed putting your thinking caps on to tackle these mysteries of the universe!

Unfortunately, its now its time to say farewell to our fun... But we’re excited to present our first Discord Riddle Challenge winner!

[Event Winner]​
risespeeddemon (8/10)

[Grand Prize]​
Enter a Name for The Jester’s Name Catalogue - Nathanael


[Note]
1. The content involved in the winning works are derivative works of the players and does not represent the actual plot and settings in the game.​

2. The reward will be implemented sometime after the Event Ends and before the Official Launch. We ask for your patience and understanding on this matter.​

Congratulations to Winner of the Competition!

Once again, a huge thank you to everyone who participated!

Thank you,
REMORE

[Dev Note] The Nameless Jester



Hello again, Survivors!

To go along with our Official Discord Riddle Event we announced earlier, we’d like to introduce the story of the charming yet mischievous character, The Jester, who has joined our band of Survivors.

Each character who has to navigate the world of Remore, has their own story that motivates them to survive and keep moving forward. Beyond the basic concepts mentioned in previous Dev Notes, we’re working on creating stronger, more engaging narratives to amplify each character’s personality and storyline.

The story of The Jester will give a little insight into the tragedy of Remore and add more meaning to the character’s Skills and Traits. Each character’s story is crafted to help you understand why and how they develop their unique attitudes, behaviors, strengths, and weaknesses. And today’s look into The Jester’s story will show a fragment of the “Tragedy” of Remore and what fragile humans might experience when facing such a calamity.



[h3]Defiance Against Sorrow: Mockery[/h3]
The Jester character is all about striving for an over-the-top “Cheerfulness.” Even in the tragic world of Remore, The Jester focuses on “laughter,” treating everyone else as the butt of his jokes.

As you play, The Jester's attitude might come across as “Annoying” or as someone who “isn’t taking the situation seriously.” This is exactly the unique personality we wanted for this character in a medieval apocalypse setting. And it’s also a role we feel only The Jester, among the 8 survivors, can fulfill.



Our Jester isn’t a clever comedian skilled in witty jokes. In fact, his words in tragic situations are often unhelpful or harmful. His timing is tragic, continuously making inappropriate jokes while our Survivors teeter on the edge of death.

His indiscriminate mockery is certainly a “Flaw” in gameplay terms, making him a challenging character. But narratively, this has a deeper meaning. His relentless, unpleasant monologues reflect how humanity changes in response to the massive shifts in the world of Remore.


[h3]Unstoppable Laughter...[/h3]
The Jester’s jokes aren’t meant to bring joy or happiness; they’re closer to a mockery of the current world. Even before Remore’s tragedy fully unfolded, The Jester was someone who made others laugh not by bringing joy but through ridicule.

Yet in the tragedy-stricken Remore, The Jester didn’t hide. Instead, he throws himself into the midst of the enemy, gambling his own life for survival.



What exactly was The Jester thinking, that he would act so boldly? Was he simply showing off his unique abilities, believing he could do what no one else could? Or was it all just a way to mock everyone else, flaunting his power? Or perhaps… has he already given up, surrendering to these trials the world throws at him?

The answer depends on your interest and gameplay. The Jester has always, and still does, hide his true emotions behind his white makeup, living through this tragedy with the thought that all he needs to do is make one person the subject of his cruel jokes to bring joy to everyone else. His genuine emotions, thoughts, and judgments behind that mask will slowly be revealed to the survivors, as they journey through Remore.

That’s just a small introduction to the narrative of this tormented Survivor. Join our Official Discord Riddle Event and help shape the story of the laughing, crying Jester!

We’re preparing engaging stories for all the characters in Remore, so that you, the Survivors, can fully immerse yourself in the world. We hope you look forward to it!

As always, thank you dear Survivors!!
REMORE

[Event Ended] No Survivors Left Behind! Riddle Challenge!



Greetings Survivors!

We want to begin by saying a big thank you to all our Discord members, both new and original.
Your continued support is what keeps us motivated to seek the light out of our development dungeon!

Now that our member base has increased in our official Discord, we want to announce our first No Survivors Left Behind! Discord Riddle Challenge.

Solve the Riddles that will be posted on our Discord channel, #events, during the event period for a chance to submit a name for the new character, The Jester!



That’s right! Win a chance to submit a name that will appear in-game when you recruit, The Jester. Check Rules for more details.

This event is eligible for all Discord members. The Winner will be picked Lottery Style from a pool of participants with the most amount of right Answers to the Riddles.

Good luck Survivors and put those tactical loving brains into overdrive!

Stay tuned for more Discord related events in the future!

[Event Period]
Oct 29 ~ Nov 12 (PT)​

[Winner Announcement]
Nov 22

[Event Details]
Solve the Riddles that will be posted in our official Discord.
Post your answer to the Riddle during the event.
Member with the most correct answers to the Riddles will be selected to name a New Character!

[How to Participate Event]
1. During Event period, check our Discord for the posted Riddles.

2. Post your answer to the Riddle on our Discord channel.

3. When event period ends, Winner of the event will be chosen.

[Rules]
1. Must be an Official REMORE: INFESTED KINDOM Discord Member.

2. Must post answer to the Riddle on our Discord Channel.

3. Must post answer to the Riddle during our Event Period.

4. To minimize the spread and use of incorrect answers, solutions to the Riddle will not be revealed until end of the event.

5. Winner of the event may submit a name to be in the pool of randomize names The Jester uses when recruited.

6. Names must be Medieval European to match with the narrative theme of the game.

7. In the event there are more than one Discord member with the most correct answers to the Riddles, the Winner will be chosen Lottery Style from the pool of eligible winners.

8. 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.

9. Submitted names cannot contain inappropriate or hateful language.

10. Submitted names can be rejected at anytime by Development Staff.

11. Riddles will be posted at 6:00PM PDT.

Thank you,
REMORE

[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