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[Dev Note] Puzzling Times?!



Greetings, Survivors!

Since sharing our concerns last week, we have been going over your feedback to determine what is essential and exploring the best solutions for those issues.

Today, we would like to share how we see the issue that many of you have pointed out - that the game feels less like a Tactical RPG and more like a puzzle game. After sharing our thoughts we’d love to get your perspective and feedback.



The “Tile Puzzle,” where you need to push and pull on a grid-based system and utilize the attack range of weapons, is one of the key gameplay identities. Gameplay here involves considering actions such as pushing with a shoulder bash, using grappling hooks, barricades, bursting Blisters to damage enemies or finding ways to avoid the Skulker's counterattacks.

When we received the feedback that "it feels like a puzzle game," we wondered, "Should we just accept that many people don't like the core gameplay, and if so, what can we do about it?".

However, after more thoroughly checking opinions, it seemed that the issue was not with the core fun mentioned above but rather that “this game is like a puzzle where the developer has set a solution, making it impossible to progress if you don't find it,” in other words, "the solutions feel limited.”

We believe this problem ultimately stems from the linear structure and the small number of stages.

  1. Each main stage assumes that you have already learned the concepts introduced in the previous stages and introduces new concepts to increase the fun.
  2. If you cannot immediately grasp and fully utilize a concept, you will repeatedly die and retry since you are forced back to the checkpoint upon death.
  3. However, there are no “sub-stages” where you can learn the rules of the game through trial and error.


For example, in the case of the “Blister,” we have prepared some “solutions.” Using the most basic starting weapon, the “Wooden Pitchfork,” you can push and burst the Blister at a distance of one tile. If there is another enemy right behind the Blister, you can stay safe by pushing or grappling away. Weapons such as the “Shovel,” can be used to push other creatures into the Blister. We have prepared these solutions according to our own interpretation.

Furthermore, the decision to not to use resources like WP/TP when changing weapons was intended to allow for the free use of these various solutions in diverse situations. Since there is a certain degree of randomness in the situation each time enemies sound the alarm, it is challenging to have a “developer-prescribed solution” at a specific moment.



However, based on observations since the start of Early Access, it was clear that in order to utilize these “free solutions,” players needed to grasp the rules of the game, skills of all characters, and weapons thoroughly. The point at which players' understanding of the game reached the intended level was at least around the 4th stage, “Barracks,” or the next stage, “Grocery Store.”

In essence, players who faced excessive pressure without sufficient time to become familiar with the game felt that the experience was more akin to a “Twenty Questions puzzle” rather than a tactical game where “various solutions” could be freely employed.

Therefore, in our analysis, maintaining the pressure of features such as the Infested like the “Blister” and the pursuit design of main stages, while placing intermediate difficulty maps between the current ones, could be a good approach. These maps would serve as a kind of “choice” for players.



Not only would there be an increase in the volume of the game, but players would also be given time to become more familiar with the game mechanics. This would allow them to understand the “various solutions” more effectively.

Of course, we do not want these “intermediate stages” to be seen as either an “easygoing area” or, conversely, as “boring stages essential for growth.” Unlike the main stages that require a kind of “comprehensive game understanding,” we believe that designing tactical levels that clearly demand “one or two specific mechanisms” would be a better direction.

Furthermore, since applying such solutions is practically challenging in the current linear map creation method, resolving the issue of “linear structure” mentioned in the previous post is considered a prerequisite task for addressing this problem.

[h3]In conclusion…[/h3]
Throughout development, we set and tested these hypotheses within the team. However, since players have pointed out these issues in Early Access, we believe it's essential to directly ask whether our interpretation of the problem is correct.

By doing so, we aim to reduce the risk of our focus heading in the wrong direction and seek opinions on potential issues in other directions that we may not have considered.

While we said we would provide details about short-term update plans, we find this matter as crucial as linearity and so decided to organize our thoughts on this topic first.

The build incorporating the short-term update content is currently undergoing QA to ensure stability. If there are any important questions like today’s issue next week, we'll address that first. Otherwise, we plan to provide a detailed explanation of the update content.

Thanks as always!

[Dev Note] About the linearity



Hello once again, Survivors!

First of all, a huge thank you for all the feedback! We especially loved the very positive reactions to the fundamental combat and the strategic/tactical fun in the game since Early Access opened.

Seeing players engage with and enjoy the parts we put the most effort into was truly valuable. This is what game development is all about!

One of the biggest points of feedback was that “the linear structure makes the game feel small, and the replay value seems low.” Today, we would like to dive into this a bit and share the current thoughts of the team.



[h3]Reasoning for going linear[/h3]
Firstly, we completely understand the players' disappointment regarding the current linear structure. We know that giving players the freedom to choose their path for resource acquisition in a much larger number of stages suits the theme we are aiming for better.

The reason for the current approach is that within the development team, there was no other way we could find within the timeframe available to us, that would allow us to create a game with minimal value as a finished product while also making sure it’s still fun.

As mentioned several Dev Notes ago, our initial inspiration came from “Zombicide” and, while preserving the desired theme as best we could, we went through a long trial-and-error process to find gameplay mechanics that we were satisfied with.

Although initial development began in 2020, the point where the entire development team gained confidence and said, “We don't need to change the core anymore,” was less than a year ago. Until then, everything was just a prototype rather than a concrete basis. In other words, the time we have been focusing on “content” rather than “systems” has only been about 10 months.

During that period, we didn't want to compromise the charm and quality of the art style that our artist (just one!) continued to strive to create. However, maintaining the current quality, the production speed was limited to about one stage every three weeks. And if characters, items, skills, etc., were to be added, the overall time required would increase accordingly.



[h3]Dev teams current position[/h3]
We are currently at a very crucial crossroads. The issue we face is whether to maintain the goal of an official release by 2024 as initially planned and focus solely on raising the completeness “as much as possible” in the current direction, or to challenge ourselves to create the game we originally wanted, even if it means increasing staff and extending the development period.

As a developer and as a player who is passionate about this game, I naturally lean towards the latter option. However, finding team members with both an understanding of the direction we are going in for the game and the necessary development skills is not an easy task.

The issue of time is also crucial. Doubling the team size does not necessarily mean the development speed will double. If it means spending an additional 2-3 years in a highly uncertain state, it might be more realistic to settle in the current direction and not be completely self-satisfied. We could then use the lessons learned in the next project to pursue higher completeness in a shorter time.

Currently, the team is diligently evaluating whether we can realistically achieve our goals within the given time frame and whether we can quickly find good colleagues who can help in this journey.

However, if we stay radio silent during this process, we believe it would break the promise we made when we started Early Access, which was to “develop with the players.” So rather than adhering to the previous style of dev notes that have been closer to showcasing content, we plan to share our ongoing thought process, the state of development, goals, and any changes in plans transparently through a “Journal” format, to be published weekly.



[h3]Short Term Goals and Live Updates![/h3]
Shortly after creating the Early Access version, the development team internally started addressing areas that needed improvement based on our own assessment. We realized that if we began making modifications only after receiving player feedback, it would be challenging to provide updates quickly enough given the current size of the dev team.

However, as we are currently in the process of thoroughly reviewing the possibility of a long-term goal change, we have decided to temporarily suspend the internal modification/improvement process for the current version. Instead, we plan to structure the next update based on the content that has been prepared so far.

The upcoming update includes improvements to the “Continuous Support” perk tree for Edwin and enhancements to weapon swap quick slot UI. Additionally, known bugs have been fixed, and improvements have been made to issues such as the frequency of bell sounds before the monastery map, which many players found annoying.

To ensure that development does not stagnate for too long, we will make a prompt decision on whether to change our long-term goals. Of course, we will continue to immediately fix any bugs or significant inconveniences that may affect gameplay through Hotfixes.

Next week, we will share more detailed information and intentions regarding the specific changes mentioned above!

Thank you, Survivors!

[Closed] SPECIAL EVENT! – CREATOR APPLICATION



Greetings Content Creators!

We want to begin by thanking everyone who posted content about our REMORE: INFESTED KINGDOM’s Early Access Launch!

All your images and videos were amazing to see! We were touched by all the wonderful content being created and it brought much joy to the development staff.

So, to express our gratitude to our loyal followers, we have decided to re-open the previous event with a new opportunity to try out REMORE: INFESTED KINGDOM! Moreover, we’ll present with a special gift everyone who creates any REMORE: INFESTED KINGDOM content during the event duration. Let’s dive back into REMORE: INFESTED KINGDOM and you might make some fun memories from it!

We hope everyone wants to have a chance to try out the limited time REMORE: INFESTED KINGDOM Early Access Version by filling out the Submission form.

[h3]Event Application[/h3]

Submission Duration:
*November 10 ~ November 14 (PDT)

※An email will be sent on November 17th (UTC) to the content creators selected whose information provided can be verified on their channel, blog or Steam Curator page.
※ Data collected will only be used for REMORE: INFESTED KINGDOM Gift distribution to content creators.

Thank you,
REMORE

[Closed] SPECIAL EVENT! – CREATOR APPLICATION



Streamers and Content Creators!

To celebrate the launch of Early Access, we’re giving away special gift codes for content creators to play REMOORE: INFESTED KINGDOM over the weekend!

Fill out the Google Form below by Thursday, November 2nd (UTC) to apply:
[h3]Event Application[/h3]

We will select winners on Friday, November 3rd (UTC) and send the gift via email.
Thank you all for your support and let the Infestation begin!

※ Data collected will only be used for REMORE: INFESTED KINGDOM Gift Code distribution to content creators.
※ Gift codes will only be sent to the content creators selected whose information provided can be verified on their channel, blog or Steam Curator page.

Thank you,
REMORE

[Patch Note] 0.11.6 Hot fix6



Hello Everyone

We have just made Hot Fix to the build, please check following details

[h3][Change Log][/h3]
  • Fixed an issue where the number of materials held was displayed in the "Scavenging UI".

Thank you,
REMORE Staff