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REMORE: INFESTED KINGDOM News

[Dev Note] THE INFESTATION BEGINS!



Greetings Survivors!

After a long journey, we’re finally at a point where we feel ready to unveil the world of REMORE: INFESTED KINGDOM to you through Early access.



[h3]Why Early Access?[/h3]
Until now, our development process was evaluating and iteratively improving the game as players who love this genre, making sure at every point to ask ourselves objectively “how fun is our game?”

We spent a lot of time on making these improvements, with the goal of delivering a polished experience when the game is released and we take a lot of pride in enhancing the overall completeness, trying different foundational mechanics compared to other games in the genre.

After participating in NEXT FEST, we felt it was the right time to continue this process with you, the players. While the game's foundation received overall positive feedback, we observed significant feedback differences between the development team and players in terms of difficulty, UI/UX, and gameplay patterns.

Therefore, we want to unveil the content we’ve prepared so far as an early access version, aiming to receive a more diverse range of feedback.



[h3]What will players find in Early Access?[/h3]
The game progresses linearly from the tutorial—the Guard Post—to the final stage of the Early Access version—the Manor House. Each stage introduces new types of enemies or new level design patterns, requiring the player to keep adapting their tactics!

The difficulty of the stages varies significantly, based on the difficulty level chosen at the beginning of the campaign: Vengeance, Suffering, or Despair. (The final difficulty level, Doom, is still in the works!)



If you haven't tried REMORE: INFESTED KINGDOM yet but are familiar with other turn-based games in the genre, I recommend starting with the Suffering difficulty level.

Furthermore, options supporting replayability such as Recurring Nightmare and the single-save permadeath Iron Will mode are available. We plan to provide more detailed explanations about the intended design for each difficulty level and additional options in the next dev note.



In the Early Access version, everything we’ve introduced through dev notes so far will be included. Along with the three combat characters, who each have two unique skill trees, various systems will be unlocked through NPCs like the Cook, Blacksmith, and Artificer who will join the journey as you progress through the stages.

There are also additional NPCs that we haven't yet introduced, but we’ll leave that to you to discover!

Among all these moving parts, the most crucial part, which we will closely monitor and seek feedback on during the Early Access period, is the “weapons” and related systems.



Currently, there are 8 types of two-handed weapons, 4 types of one-handed weapons, and 3 types of secondary weapons, making a total of 15 weapon categories. Through the process of refining, each weapon the tier increases, adding new active skills. Additionally, shields differentiate into a more defensive basic type and an aggressive “buckler” type at Tier 2. (Therefore, a total of 16 weapons appear at Tier 2.)

For each weapon, there is a weapon modification tree and random options called attributes. Using the combinations of these two elements along with the basic archetypes of the character perk tree, there are many strategic builds and combinations to explore! We want to observe whether these builds are used as intended, if enjoyment of them during play is high, and whether there are unforeseen side effects or emerging opportunities for more creative applications!

Based on feedback about these gameplay elements, the primary purpose of Early Access is to determine the design and balancing direction for late-game stages and the highest difficulty level, Doom, in the final version.



[h3]What’s next?[/h3]
Currently, we are fully working on preparations for the late-game stages. New Infested that demand a more advanced tactical approach compared to those encountered in the early stages will emerge. As your journey progresses, the cause behind the infestation that has gripped the land of Remore will be revealed.

In the late-game stages, our focus is on continuously introducing new gameplay patterns, unveiling the Tier 3 weapon refining content, which involves changes in new active skills, mixing up the unique attributes that enhance weapon characteristics, and adding new tools like the “barricades” or “grappling hooks” already seen, that can introduce significant variables to the game.

Furthermore, in line with the spirit of Early Access mentioned earlier, we aim to maintain the overall direction of our plans while actively incorporating feedback in how we convey them. We plan to observe and engage actively through our Discord channel, Steam forums, or any community platforms you use, wherever we can!

Join us on October 30, 2023!

Thank you, Survivors!

The time has come... REMORE: INFESTED KINGDOM Enters Early Access on OCT 30!



Greetings Followers of Remore!​

The time has finally come for us to make the BIG announcement... REMORE: INFESTED KINGDOM will be entering Early Access on Oct 30!​

[previewyoutube][/previewyoutube]​

[h3]Why Early Access?​[/h3]
​The Community has spoken! After our Steam Next Fest Demo debuted, we received numerous feedback asking for an Early Access version. ​
We believe that player feedback is an important part of our game development principles. Therefore, we decided to launch Remore: Infested Kingdom Early Access to share what we have developed so far and ask for player feedback during our road to Full Release. We want our finished product to reflect the best of both the player and developer’s dreams and passions.​
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We want to thank everyone who have supported us and come to cheer for us as we walked together side by side during our game development. ​
We hope this upcoming Early Access version will live up to your expectations and more. ​

We also want to thank the community all for your contributions to the making of REMORE: INFESTED KINGDOM. ​

Finally, don’t' forget to join our Discord and Social Media platforms to get up to date information from our development!​

Wishlist us now and share the exciting news!​

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[Dev Note] More Convenience, More Strategy!



Hello again, Survivors and greetings from our next Dev Note!

Up to now, the Dev Notes have focused mainly on bigger topics, introducing related content. However, today, I want to showcase some newly added convenience features and gameplay elements.

    Addition of Weapon Quick Slots
    Currently, changing weapons does not consume WP/TP. This allows players to freely use weapons that fit the situation during combat.

    However, previously it was a bit inconvenient as players had to repeatedly open and close the inventory to change weapons. To encourage use of this feature, we’ve added a quick slot UI.

    During combat, clicking the equipped weapon button or pressing the shortcut key [Q] displays a list of all owned weapons. From here, players can click on the desired weapon or press the corresponding number key to immediately switch to the selected weapon.

    Addition of Enemy Luring (Pulling)
    One of the most important features in the combat system is the “Alarm” mechanism, where enemies swarm in when they detect a player. This system pushes players to set up a “favorable formation in advance” before engaging in combat.

    However, during playtesting, we observed that players exploited certain advantages, such as “1-tile-wide entrances,” where they simply waited endlessly as enemies approached, maintaining their formation. We felt that if this method was the most effective play, the game would become tedious.

    To address this, we have introduced the “Pebble Pouch” tool, which allows players to inflict light damage from a distance and lure enemies towards the player's direction.

    This addition enables players to be more actively engaged in the game by luring enemies immediately after establishing a favorable formation. Furthermore, players can creatively use this tool, such as redirecting the enemy's line of sight or dealing with enemies with only 1 HP remaining.

    Addition of the Pursuit System
    Even with the addition of luring, the problem persisted where players “waited endlessly until enemies approached”' as it was still an “efficient” choice due to the limitations in TP consumption, without additional items.

    To solve this, we implemented a system where new enemies appear and pursue the player party after a certain number of turns have passed.

    In the early stages, players will encounter a manageable number of chasing enemies. However, as the game progresses to later stages, more enemies will appear, pressuring the Survivors at a much faster pace.

    Engaging the chasing enemies consumes Turns, and players could suffer significant losses if they get caught by newly spawned enemies again. Therefore, it is necessary to efficiently utilize the given TP/WP resources, achieve the stage objectives, and escape.

    We carefully considered the implementation of the Pursuit system, as it could add excessive pressure to players unfamiliar with the game. Through extensive testing and thoughtful balancing, we managed to maintain a level of tension without making the game impossible, as long as players do not intentionally prolong their turns excessively.

    Improvement and Diversification of Rechargeable Tools
    The “Grappling Hook,” obtainable at the beginning of the Monastery stage, serves as an important tool, offering a wide range of tactical options beyond simply pulling and attacking enemies. In addition to pulling enemies, it can create “collisions” to defeat “'Blisters” or rescue Allies trapped and unable to move, introducing a variety of tactical variables.

    Originally, players could use the grappling hook up to three times in a single stage, and it was designed as a “Rechargeable Tool,” allowing players to replenish its uses without additional resource consumption in the next stage, encouraging active usage.

    However, due to the limited number of uses in a single stage, players often refrained from using the grappling hook, saving it for a “more opportune moment,” which frequently led to situations where they couldn't utilize it effectively before the stage ended.

    To address this, we significantly increased the Grappling Hook's usage limit to 20 times per stage while changing the cost to 4 TP per use. This adjustment allows players to treat the grappling hook tool like a basic skill, similar to “Shoulder Bash (costs 5 TP, pushes one tile)”, leading to a more engaging gameplay experience, as concluded from our testing results.



    Based on these test results, we decided to actively incorporate Rechargeable Tools that can lead to various tactical situations.

    For example, the “Barricade” which players encounter as a deployable object in the Monastery Chapel area, becomes a Rechargeable Tool that players can actually acquire and utilize after clearing the stage.

    When deployed, it consumes 4 TP, and players can carry up to two of them. It can be used for defensive purposes, blocking enemy attack routes. Alternatively, players can strategically place them in front of allies before luring enemies with pebbles, allowing them to engage the enemy without being caught.

    Additionally, a Rechargeable tool, the “Coin Pouch” has been added. Players can use this tool to divert enemy attention, allowing additional abilities of weapons that require “out-of-sight attacks,” or quickly advancing towards quest locations without being detected.

    With these tactical tools transitioning from “Consumables” to “Rechargeable Tools,” players can now use them more actively in each stage, significantly enhancing the enjoyment of the game.

    Addition of Research and Tool Crafting System
    Once rescued from the Monastery, the NPC “Aldris” joins the camp and unlocks the “Research” system which allows further enhancement of these Tools.

    Various research is available, such as enhancing the Grappling Hook to pull targets directly in front of the user instead of just 1 tile, reducing the TP cost for deploying barricades from 4 to 2, or increasing the amount of times the “Coin Pouch” can be used.

    In addition to upgrading existing tools, research can also lead to acquiring new tools. For example, researching “High Barricades” that can obscure the enemies' line of sight or studying advanced Infested like “Blister” and “Skulker” to create tools utilizing their abilities.

    Also, Consumables like Bandages and Equipment Repair Ttools, unlike Rechargeable Tools, can now be crafted directly using materials like “Cloth” or “Rope.”


There are many more new things I could talk about, but I think it’s more fun if you discover them yourself during gameplay!

Thank you, Survivors!
Stay tuned for more updates and one big news coming soon!

REMORE Nominated for Game Connection Europe ‘23 People’s Choice Award



Greetings Followers of Remore!

We are honored to announce that REMORE: INFESTED KINGDOM has been nominated for Game Connection Europe 2023 People’s Choice Award! Thank you so much for this great opportunity! Please support us by voting for REMORE: INFESTED KINGDOM! The Infestation Cometh!

Click to Vote for REMORE


What is Game Connection you ask?



Game Connection is an international event that draws over 1,500 developers, publishers, distributors, and service providers, all seeking new partners or clients.

The Game Connection Game Development Awards have a history of recognizing and promoting game projects in any stage of development. For the past 16 years, they have been the place for studios to showcase their creativity and originality and to be recognized by their peers.

The award ceremony of the Indie Game Development Awards is expected to be held in Paris on November 2.

Support us by voting for Remore: Infested Kingdom for the Game Connection Europe 2023 People’s Choice Award!

REMORE: INFESTED KINGDOM has been nominated in three categories, Best Hardcore Game, Grand Award and People’s Choice Award.

Thank you,
REMORE Staff

[Dev Note] Rethinking Damage



Hello again, Survivors! It's been about two months now since we took part in STEAM NEXT FEST.

During this time, we've been trying out new systems and content based on your feedback, in preparation for the next build. Through trial and error, we’ve reached some new ground that we feel is the right way to go!

Today, I'd like to talk about something that received the most feedback, which is “Combat Damage and how it’s managed.”



To capture the apocalyptic theme of the game and increase tension, we intentionally set the enemies' attack power quite high. Even the most defensively skilled player character, Willam, could be killed after about three attacks from the weakest enemy, the Knawer.

Furthermore, damage taken did not recover once the battle was over and could only be healed by eating or using special items like bandages. Our intention was to make players strive to find ways to minimize taking damage as much as possible, to the point of making desperate decisions.

However, tests showed that more players than we anticipated expressed concern about this system. Specifically, it wasn't so much the "high and dangerous enemy attack power" that was the issue, but rather that "damage taken does not recover” before they could even understand the game’s logic.

Players only really understood the game after clearing the first stage, Blackthorn Village, but many felt discouraged because even if they now understood how damage functioned, the damage they had already taken did not recover.




Meanwhile, in order to maintain our design approach, we were designing enemy skills and levels so that very skilled players could "clear the game without taking a hit." However, as the game progressed into the mid to late stages and higher difficulty levels, we found that this was making it harder to maintain the game's uniqueness.

If “not taking a single attack” is considered normal gameplay, it becomes impossible to create enemies whose most significant feature is their unique attack patterns, as we diversify the types of enemies.

In response, we have made the following changes to the design approach.

  • All player characters now have a separate stat called "Armor" in addition to their "Health”.
  • "Armor" is deducted before "Health" when taking damage.
  • "Armor" is fully restored at the end of a battle (Health damage accumulates permanently, as before).


With these changes, enemy attacks are still considered "dangerous." For example, the Knawer has an attack power of “5-7,” while Edwin has an “Armor” of 6 and “Health” of 9. This means that they will still be in critical condition after receiving about 3 attacks, just as before.

However, since “Armor” is fully restored at the end of a battle, unlike the previous system where even a single hit caused permanent damage, all characters can take damage equal to their “Armor” without any long-term consequences. In line with this change, the level design has also been adjusted so that in later stages, there is a higher likelihood of characters taking damage.

While watching play-testers after these changes were implemented, we noticed that they became more aware of how risky damage is, as they saw their “Armor” disappear in one go after the first attack. As a result, they adapted their play patterns by trying to eliminate all enemies or repositioning characters with the most “Armor” to take the hits.

Furthermore, a rule was implemented that critical hits do not occur if “Armor” is 1 or more, which applies to both enemies and allies. While enemy critical hits can sometimes feel unfair on the receiving end, you can now defend against taking them by ensuring someone with 1 or more “Armor” is the one defending the attack.



Reevaluating the core game systems was certainly challenging, but ultimately, it seems like we achieved both goals of "incorporating feedback as much as possible" while maintaining the intended gaming experience from the initial design.

There have been lots more changes and additions since STEAM NEXT FEST, and I look forward to telling you about them in future posts! Until then!

Thank you,
REMORE Staff