1. REMORE: INFESTED KINGDOM
  2. News

REMORE: INFESTED KINGDOM News

[Dev Note] In search of our identity



Hello again, Survivors!

As mentioned in last week's post, we are currently in the process of welcoming new team members and redesigning the overall system of the game. As we get used to the new team workflow, we are actively working on blueprints for the redesign.

While many of you have shown support for this announcement, there were also understandable concerns. Responding to feedback is important, and we know there are worries that changes might sway the direction too much, potentially creating a “different” game rather than an “improved” one.

One of our stated major goals, the “comprehensive overhaul of the meta-game system”, aims to make significant modifications to the game's “superficial” structure. However, our objective is to provide a deeper experience while maintaining the game’s identity.

In contrast to previous posts that mainly looked at the game's “issues,” today we want to discuss what we see as the game's strengths and the existing design principles. We really want to hear the players’ thoughts on this!


[h3]Dynamic Tile Puzzle-Based Tactics[/h3]
In the previous post, we acknowledged feedback that the game "feels like the solution is rigid and puzzle-like" and we have accepted the need for change here.

However, we consider the concept of a “'tile puzzle” (gameplay mechanics that focus on gaining advantages by manipulating a grid-based space) an integral part of the game's identity. We aim to maintain this element while improving the feeling of “varied solutions” through as much “dynamic situational change” as possible.

By “dynamic situational change,” we mean ongoing tactical shifts such as the new enemy units, dealing with special enemies like “Blisters,” and continuous changes based on critical hit occurrences or the cooldown times of essential skills. As a result, the most efficient choice should always be different, providing ongoing opportunities for mixing up tactics.



If we were to summarize the tactical aspect we’re after, it would be “a tile-puzzle game that responds to dynamic situational changes.”

To encourage “battlefield manipulation” such as pushing or pulling enemies, we've separated Tactical Action Points (TP). Many players have mentioned feeling reminiscent of Into the Breach while enjoying these elements.



It is crucial for there to be clear pros and cons to each tactical choice when choosing “solutions” to the problems/crisis brought about by enemy patterns, such as weapon and character skills. We believe this is fundamental to the definition and value of the word “'tactics,” as it involves “exploiting the enemy's weaknesses using the strengths of allies”.




[h3]Narrative-Integrated Game Design[/h3]
Our second design goal is to integrate this tactical gameplay with the theme of “'medieval creature apocalypse”.



The overall goal of the high difficulty setting is ultimately to reflect the feeling and theme of “creature apocalypse” in the player’s experience. The value of the game narrative should not just be dramatic elements such as the text, sound, story and actions but also in experiencing a sense of threat, tension, and crisis from the creatures through actual gameplay.

In other words, even if we aim to improve accessibility in the future, it will be in the direction of reducing the “complexity of the system”' rather than creating a simple and easy hack-and-slash game.



While overcoming these crises, we want the world of Remore to feel like a believable medieval location. While we haven't given a specific “real” location or era to avoid a focus overly centered on authenticity, our references for weapons, food, tools, and architectural styles were drawn as much as possible from real history.

Our narrative direction has been to convey “stories of people living in that era.” The reason for excluding elements such as “magic,” is to create an experience of overcoming crises through “human” skill and abilities.




Of course, the goal is not to completely exclude supernatural elements from the game.

In the original dev plan, we planned for players to experience some form of “unrealistic elements” when showing the origin of the creatures. We also aimed to provide some slight supernatural abilities as “response tools” while maintaining a sense of “humanity.” This context will be maintained in the ongoing revision process.


[h3]Continuous Experience Variation and Quick Pacing[/h3]
No matter how refined tactical gameplay and narrative are, we believe that a continuous introduction of new experiences is necessary to prevent gameplay from becoming monotonous.

We aim to do this by introducing as many new types of enemies or level design patterns as possible on each stage and allowing players to refine/modify weapons or acquire character perks with each stage cleared.

Furthermore, events allowing new enemies to enter during the progression of a stage and designing encounters to not exceed 2-3 turns were methods to minimize the feeling of repetition.



If we break free from linearity and create numerous stages, we have to come up with new methods since the same design cannot be applied. However, the overarching principle remains the same: continuous new experiences must exist to sustain the enjoyment of the game.

In summary, in anticipation of significant changes in the game, we wanted to explain why we think the way we do, and what we will maintain going forward. The main purpose of this post is to share our thoughts and check if you guys agree!

We hope any of you that have a thought/suggestion/feedback reach out to join us as we move forward in our journey!!

Thanks again!
REMORE

Kick off the Winter Season with a Live Stream from REMORE: INFESTED KINGDOM!



Come and join us on our holiday Live Stream where you can watch the staff play and provide you tips on how to stay alive just a little longer in Remore!

Winter is here... and in the treacherous lands of Remore the Infested Kingdom, many Survivors have felt the cold sting of death by the malicious Infested that dwell there. But do not fear, for this holiday season, one staff member dares to take up the mantle of guiding you through the vile lands of Remore and that staff member is... Fanatic Bob.

May you and Fanatic Bob find the solution to this horrible winter season by playing REMORE: INFESTED KINGDOM together!

Live Stream Days
December 19 & December 20 (PT)

Starting Time
6:00 PM (PT)

Follow our social media for more updates and important dates on REMORE: INFESTED KINGDOM.

Thank you,
REMORE

[Dev Note] Our vision is set. Let us re-ignite our journey!



Hello again Survivors,

It's been over a month since we launched Early Access, and during this time, we were able
to present the first update.

As we were gearing up for updates to improve UI/UX and convenience, we took a step back
to go over player feedback related to the core fun factors of the game and shared our
analysis and some questions over the last three dev notes.

After all those discussions, we've decided that, even if it means taking on some risks with
changes to the development plan, we must tackle the fundamental linearity issue.





[h3]Growing the dev team and starting fresh![/h3]
The current linear structure brings about issues beyond just the satisfaction with the game
volume. It also raises problems like controlling the learning curve and being unable to feel
the results of weapon and character growth.

Even if we were to introduce even more powerful Infested and stages with enhanced tactical
elements, those who have positively rated the current game direction might still perceive the
learning curve or difficulty level as too excessive.

However, as mentioned in the initial post about linearity, we believe that with the existing
composition of the dev team alone, we won’t be able to reach the level of non-linearity and
meta-game development that we originally wanted.

So, over the past month, in addition to analyzing the game, we've been actively looking for
teammates who resonate with the direction of our game. If we couldn't find the right team
members, we had planned to finish development as scheduled to the best of our abilities.

But... luckily, some fantastic developers who had a connection with us gladly joined the
team! We spent a really intense month sharing our plans with the new teammates, and at
the same time, verifying if their skills align with the new direction.

We've been thinking about team expansion for some time, but it was challenging to make
any decisions before confirming the core fun of the game. Thanks to the positive reviews
from many players during Early Access regarding the game's foundational potential, we
gained the courage to move forward. The new teammates also recognized that potential and
decided to join us.



Everyone we've brought on board is highly skilled and proven, but now the challenge is to
truly sync up with the existing members and start performing as a true team. With the
development team growing by around 150%, there's also a need to establish new processes
for team role assignments and communication.

However, all the new members deeply resonate with the current direction of the game and
future plans. They have a strong desire to create and showcase an enjoyable game, so we
know we can overcome any challenges.


[h3]Goals of the new development and schedule[/h3]
Our long-term aim is to release it by 2025. After redesigning the game foundation by the end
of 2024, we plan to create a meta-game-focused core system based on it. In the remaining
time, we'll concentrate on leveraging the capabilities of the expanded team to generate
content.

To achieve this goal, we're considering adjustments to the schedule mentioned in the
existing Early Access FAQ.

The most ideal scenario is to create all the initially planned content within the set time frame
at a level of completeness that allows for an official release. However, even if the quality at
that point isn't entirely satisfactory, we aim to at least have a build available by 2025 that lets
all players experience a completely transformed game.



Our goals that we aim to achieve are as follows. These are aspects that many of you have
requested through feedback and are elements that we originally wanted to create.

  • Improved Map Structure: Changing to allow for a more diverse range of stages than currently
  • Additional Characters: Ensuring at least twice as the current 3 types.
  • Reworking the Meta-Game according to the changes above.


To achieve these goals, practically everything in the foundational game design, aside from
the base content like combat systems and weapons, needs to be reconstructed from the
ground up. Systems tailored to the “fixed character/linear” progression must be individually
modified or new systems developed to align with these goals. The existing artwork may also
need to be modified to fit the new environment or even created over from scratch.



We are confident that the introduction of “strategic” elements to a game that previously only
had “tactical” aspects will make it even more enjoyable. Therefore, there is no worry about
the direction of development, just eagerness to complete the goals as quickly as possible.

Currently, each development team is reviewing “what needs to be changed” and “what should
not be changed” in each area. The goal is to preserve the “fun points” of the game that were
pointed out in Early Access, and various prototyping and resetting of design intentions are
already underway.


[h3]Management of the live build and sharing of the development process[/h3]
The new long-term goals require a fairly extensive planning/technical R&D process and
preparation of artwork, making it difficult to present large updates on the live version in a
short time.

Applying incomplete systems to the live version hastily not only makes it challenging to
ensure technical stability but also slows down the development speed for new systems as
more time is invested in continuous live updates.

However, we aim to maintain the core combat system even in the new development
version. If changes are needed in the combat system, we want to find the best solutions
possible and to gather feedback from current players.



For example, we are currently contemplating the question, "Should the logic where all
enemies immediately track and engage allies upon detection be maintained to preserve the
intended tactical depth?”

When we shared the last dev note, many expressed concern that the depth of the game and
the appropriate level of danger within the apocalyptic narrative might decrease.

While we will certainly maintain the existing identity, we are experimenting with various
prototypes, believing that the goals can be achieved in less complex ways than now...

Apart from that, we believe it's essential to continuously update and improve convenience
without excessively delaying the pace of long-term development or addressing obvious
design flaws. This allows us to receive feedback and gain insights for the new development
version.

However, given the current situation where all development teams are fully committed to
directly improving the current version, we seek your understanding that the pace and volume
of updates may not be satisfactory for a while. Demonstrating our commitment to swiftly
improve the foundation and fulfill promises is the only way to make waiting worthwhile.

As always, we will share the progress of game design and ongoing long-term development
through weekly dev note updates, allowing you to directly or indirectly witness the process.

We sincerely appreciate your continuous support and will be back with more exciting news
next week!

Best Regards,
REMORE

[Patch Note] 0.12.2 Build



Greetings Survivors!

We hope you are all having a swell infested day!
On today’s Patch Note 0.12.2 build we have the following changes,

[h3][Updates][/h3]
  1. All Survivor’s “Perks” till 5 tiers will be revealed.

  2. Following “Perks” will be changed.
    • Edwin
      1. Control Breathing > Ready Preemptive Attack
      2. Ready Preemptive Attack > Control Breathing

    • Details regarding Perks can be found in the Dev Note.
  3. Perk points will be reset when loading existing Save data.
    • When loading Save data saved in a version older than version 0.12.0, in version 0.12.0 or higher, the Perks acquired by all Survivors will be reset and reverted to Perk points.
    • The reset process does not apply to data that has been saved even once in a version 0.12.0 or later.
  4. [User Feedback] The volume of the “bell” sound effect that is repeated in the Hideout before the “Monastery” stage and the “‘bell” sound effect that occurs during the “Monastery” stage have been reduced and the frequency has been adjusted.

  5. [User Feedback] The limit on the Weapons/Tools/Food/Material items that can be held in Inventory during battle is removed.
    • Instead, the limit on Weapons that can be taken with you when going on a mission has been changed to 4.
    • The Tool item limit remains at 8.
  6. When the number of Weapons or Tools in possession exceeds 8, a page is displayed in the Quick Slot.
    • Pages can be switched by clicking the arrow buttons on the UI or using the [Tab] key.
    • If there are 8 or fewer items, page will not be created.
    • If the Inventory status changes due to a Weapon change, etc., the Quick Slots will always move back to the first page after being sorted.
  7. Some changes have been made to the “Transfer Modifier” function.
    • Transfer the “Unique Modifiers” of a Weapon to another Weapon.
    • Weapons without “Unique Modifiers” cannot be used as Materials.
    • Weapons used as Materials will be destroyed.
    • “General Modifiers” added using the “Modify Weapon” function will not be transferred, only “Unique Modifiers” will be transferred.
    • If you transfer the “Unique Modifiers” of Weapon A to Weapon B, even if Weapon B already has “Unique Modifiers”, the “Unique Modifiers” of Weapon A will be transferred and the existing “Unique Modifiers” of Weapon B will be deleted.
    • The constraint of “Transfer Modifier” and “same type of Weapon” has been deleted. Accordingly, the “Characteristic Transfer” function can be used even if it is not the same type of Weapon.
  8. A new sorting “by grade” has been implemented in the Inventory, and this has been set as the default sorting method.
    • In Quick Slots, items are now displayed and sorted according to the sorting rules.
  9. Now you can check the enemy’s Armor in the enemy information window.

  10. The UI for determining Scavenging locations has been changed to display how much key gathering Materials you currently have for each gathering location.
    • Other than the main Material, the number of other randomly collected Materials is not displayed.
  11. Visibility has been improved by hiding Inventory classifications that are not required for each task.
    • The Alldris (Artificer) action, [Research] and [Tool Crafting] only activate the [Tools] and [Materials] tabs, and you cannot change the tabs.
    • The Jorgn (Blacksmith) action, [Crafting] only activates the [Weapon] and [Material] tabs, and you cannot change the tabs.
    • In the [Departure] window, only the [Weapon] and [Tools] tabs are activated, and you cannot change the tabs.
  12. Game save data has been changed to display the [Recently Played] data slot separately.
    • The most recently played data slots are displayed at the top.
    • This slot operates independently of the 10 default Save slots.
    • If you reset the slot corresponding to the save source for this slot, the recently played slot will be removed.
    • The slot cannot be arbitrarily removed using any other method.
    • Play data prior to version 0.12.0 will not be displayed in [Recently Played].

[h3][Bug Fix][/h3]
  1. Fixed an issue that when a unit is not equipped with a Weapon and only one weapon is present in the inventory, selecting a unit without a Weapon and equipping a Weapon through a quick slot, the basic weapon skill becomes activated.

  2. Fixed an issue where hostile AI would attempt to reach the Survivor using an excessively long path.
    • Routes that take more than 8 to 9 squares will no longer be selected.
  3. Fixed an issue where the hostile AI would ignore hostile targets while moving and only approach the initial target.
    • During the route, if hostile AI encounters a closer hostile target, it has been changed to grab that target.
  4. Fixed an issue where the execution prediction UI was not displayed when using the “Execution” skill of “Tribal Axe”.

  5. The player character has been changed to no longer acquire the “ungraspable” status (buff) due to “bleeding”.

  6. Fixed a situation where some lines were displayed incorrectly in the “Manor Mansion” stage.

  7. When the condition of the [Finishing Strike] skill is satisfied and execution is confirmed, the X mark on the enemy unit character sprite is normally output in the situation of skill notice.

  8. In the UI for trading with a Trader (Jaymes), we have corrected a situation where a problem occurred when registering by quickly clicking on another item before the drag ended.

  9. In the Guard House (Tutorial) map door opening quest, an issue where the guide could be canceled by attempting to use a skill has been fixed.

  10. Fixed an issue where a lock sign was displayed on the bottom UI after Scavenger (Wyvern) returning from Scavenging.

  11. Fixed an issue where it was difficult to interact with the mouse when an item was dropped on a destroyed door.

  12. Fixed an issue where the TP gauge was not visible immediately after loading the map.

  13. Fixed an issue where an unintended scene occurred in the event cutscene of the “Monastery” map.
    • “Entrance to the chapel” event cut scene
    • An issue in which the character that made the first move does not move inside the building when the enemy variant is in a position to “catch” the player unit after the character makes the first move.
  14. Fixed an issue where the client would freeze when a character in a dying state dies from bleeding and the restart menu is selected when the battle is lost.

  15. Fixed an issue where the tab for filtering inventory types was not interactive when opening and closing the cooking menu in the hideout and then opening the inventory.

  16. Fixed an issue where the resolution option was not added to the preferences when running at a resolution lower than 1280x720.

  17. Fixed an issue where the UI was displayed abnormally when attempting to change the resolution selection in the graphics settings of the preferences and then canceling and selecting “Continue Game”.

  18. If the Quick Slot is open when the Help pop-up appears, it has been modified to automatically close, and the Quick Slot cannot be opened in the same situation.


Thank you,
REMORE

[Dev Note] Next Update Teaser: UI/UX Enhancements

Greetings, Survivors!

Today, as mentioned previously, we would like to share the importance and reasoning for the upcoming update that we’re preparing!


[h3]Edwin Skill Adjustment[/h3]

The most noticeable change will be to Edwin’s [Chain Support] skill.

The [Chain Support] skill allows Edwin's basic ability, [Support Attack], to be used multiple times by using TP instead of having a cooldown time.

However, since the cost is 5 TP, there was a lot of feedback that by choosing this, Edwin actually feels weaker. It's like suddenly being asked to pay for something that was originally free.



This has been a concern for us for some time. When players chose the [Control Breathing] skill or obtained weapon traits that additionally recover TP upon attack, the synergy became extremely powerful. Therefore, making adjustments had to be handled carefully.

However, based on observations during early access play, a significant number of players felt that this skill unlock was not valuable. Some even considered starting the game anew after trying it out!

In response, we decided to control the strength of consecutive usage while reducing the sense of disadvantage. We eased the TP consumption for the first skill use from 5 to 2 and increased the TP consumption by 3 on each subsequent use. Consequently, up to the second consecutive use, players will gain more benefits than before, easing the initial sense of frustration.



Tier 2 skill unlocks have also been modified.

The [Control Breathing] skill, which recovers TP by 2 for each attack once you don't move after the turn starts, considering its synergy with [Chain Support], has been moved to Tier 3. Instead, the Tier 2 skill unlock becomes [Ready Preemptive Attack], allowing you to pass unused WP to the next turn.

Given the strength that the “Chain Support” tree's traits can provide in situations with mobility constraints, a clear distinction is now made. In less challenging situations, players can conserve strength, while in situations requiring maximum firepower, the potential is further enhanced. This is the intention behind the skill unlock changes.

After the update, all skill unlock points will be reset upon loading saved data. Therefore, players can try out new skills or, if they’re not happy with their choice, they can switch them back.



Additionally, along with the modification of the Skill Tree, all originally locked skills that were inaccessible have been opened for viewing, regardless of their use in the early access version. This allows players to preview the “intended long-term development direction” of each character and facilitates receiving feedback on the design direction of each skill in the future.


[h3]Transfer Modifier Between Weapons[/h3]

The “Transfer Modifier” feature performed by the blacksmith Jorgn was originally restricted to two of the same type of weapon.

The original intention was to allow players to “modify” weapons without hesitation, even if they had random “unique modifiers” or disliked the current modifiers. For example, if you found a two-handed axe with a more appealing modifier while your current two-handed axe already had a +4 mod, the idea was to allow the transfer instead of starting the modification process over.



However, many players found the linear structure limited opportunities to acquire new weapons. There were instances where players wanted to use a specific weapon but had an unpleasant experience because they didn't like the modifier. For example, if modifiers suitable for one-handed weapons were applied to two-handed weapons or vice versa, it felt like a disadvantage in itself.

We came to the conclusion that it would be better to remove restrictions based on weapon types. This means that a one-handed weapon with desirable random traits can now be used for modifier transfer to a two-handed weapon and vice versa.

Please note, however, that after the update, modified weapons used as materials will not transfer modifications.


[h3]Changes to Weapon Quick Slots and Inventory Rules[/h3]

Given the game encourages “weapon usage based on a given situation”' without requiring additional resources for weapon changes, manually selecting a weapon every time by opening the inventory can be quite inconvenient. The “Weapon Quick Slots” feature was developed to make this gameplay more convenient.

However, especially when switching from a “one-handed weapon-shield” setup to a two-handed weapon, if the weapon inventory is full, players often had to go through the hassle of dropping weapons on the ground one by one before making the switch. This was inconvenient, leading to feedback indicating that this feature was not yet polished enough and sometimes resulted in players giving up on weapon changes.



Therefore, we plan to make the following changes to the weapon quick slots and inventory rules.

  • The limit on the number of weapons/tools/food/material items that can be held in the inventory during combat will be removed.
  • Instead, the limit on the number of weapons that can be taken on a mission will be changed to a maximum of 4 (the limit for tools will remain at 8)

With these changes, due to the removal of inventory restrictions during combat, it will be possible to handle situations like switching from a “one-handed weapon-shield” setup to a two-handed weapon while still having the quick slots accessible.



Additionally, as a result, there may be cases of holding more than 8 weapons during combat. In such cases, a “page” will be displayed on the quick slots. You can switch pages by clicking the UI arrow button or pressing the [TAB] button.


[h3]Other QOL Updates[/h3]

In addition to the major changes mentioned above, there are UI/UX QOL improvements as well.

  • Adjusting the volume and playback frequency of the bell sound before departing on the “Monastery” map
  • Displaying the quantity of main gathering materials at each scavenging location when “Scavenging” at the camp
  • Displaying only the current required weapon tab when using “Tool Crafting” and “Blacksmith” functions at the camp
  • Highlighting the most recently played data slot at the top
  • Addressing issues such as AI returning from a too far distance

Apart from these changes, QA for a version with improvements to various bugs and issues observed during the early access period is underway. The update is expected to be released as early as next week, or at the latest, within two weeks.

In addition to preparing for the upcoming update version, the development team is continuously analyzing and addressing the linear issues and more “long-term” problems shared in the previous posts.

As always, if there is progress or questions regarding these issues, we will share them through the weekly developer notes!

Also, don’t forget you can get in touch with us directly over on discord, if you have any concerns or questions about any of these changes!

Thank you!