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REMORE: INFESTED KINGDOM News

[Dev Note] I Forge my own Path!



Hello again, Survivors! We’re back once again with another [Dev Note]. The rework of Willam and Edwin, introduced last time, brought significant changes to combat. However, in REMORE: INFESTED KINGDOM, the Weapon you carry can sway the battle even more than a Character’s abilities!

Today, we’ll take a look at the overhaul of the Blacksmith Jorgn’s [Modify Weapon] feature, which will bring significant changes in the way a weapon is used.



In the Steam Next Fest version, Jorgn’s “Modify Weapon” introduced a variety of “modification options” that increased weapon durability, damage, critical hit rate, and more. Players could choose predetermined options based on the type of weapon when applying modifications. Once all the modifications were complete, the weapon could be upgraded to a higher tier.

The existing weapon modification system, following a set modification path, was easy to understand and gave the satisfaction of obtaining higher-grade weapons, going well with our development goal by driving a player to gather the required materials.

However, we were disappointed that despite the changing modification order, weapons of the same type ended up having the same abilities. We realized that allowing customization according to players' preferences and desired strategies, even with the same weapon type, would better suit the concept of “modification” and make the game more enjoyable.

So, we decided to create a new [Modify Weapon] system where players can choose the modifications they want from various options provided for each weapon.



In this new system, every weapon has two modification slots, and each slot allows the player to choose one of four options.

These options not only include simple improvements to Stats such as damage and durability but can also completely alter the way a weapon is used.

For example, for a one-handed weapon like the “Hammer,” which might not have high base damage but can inflict an “Injury” effect to reduce an enemy's attack power, the following choices are provided:



  • [Reshaping]: Instead of removing the “Injury” effect, it significantly increases critical hit rate.
  • [Polished Hammer Surface]: Instead of reducing durability, adds +1 to the “Crippling” effect on attacks.
  • [Reinforced Hilt]: Increase weapon’s maximum durability.
  • [Spliced Cracks]: Increase weapon’s maximum damage.

By choosing both [Polished Hammer Surface] and [Reinforced Hilt], you can maximize the original characteristic of “Crippling” while eliminating the penalties. Alternatively, selecting [Reshaping] and [Spliced Cracks] allows you to change the weapon's characteristics by increasing the potential damage. Additionally, the option to simply increase the durability and maximum damage remains a valid choice for those who prefer a more balanced approach.



In addition to these examples, various modifications will be added to diversify tactical choice. For Two-handed weapons, you can use [Lightening] that reduces WP consumption from 2 to 1 instead of reducing the base damage. There are many other options that can be used to great effect. For example, those that specialize in maximum damage while sacrificing other attributes work well with Diurmuid's [Finishing Blow] ability (instant execution if the weapon's maximum damage exceeds the enemy's current health).

Moreover, after selecting the first option in each modification slot, players can further reinforce each option up to five levels. For instance, if they choose an option that increases maximum damage, they can continue to increase both the minimum and maximum damage levels, steadily raising the weapon's DPS, or they can accept other penalties to maximize the maximum damage, providing additional choice and flexibility.



With the rework of weapon modification, the method of increasing a weapon's tier has also been changed. As the set path in weapon modification is now gone, the process of increasing a weapon's tier, known as “Refine Weapon” has been made independent of the progression of weapon modification.

When a weapon's tier increases through refinement, it gains one additional weapon skill. So, by selecting enhancement options that take into account both the chosen character's abilities and the additional weapon skill, players can maximize their efficiency and unleash the weapon's full potential.



In the Next Fest version, we know it was hard to appreciate the value of Jorgn’s “Modify Weapon” due to the limited number of stages. We hope today’s Dev Note gives you a look forward at how you can create your own build using “Modify Weapon” and the possibilities it offers.

We look forward to the next time when we’ll continue our journey together!

Thank you

[Dev Note] Edwin, Reporting for Duty!



Hello, Survivors! In the last Dev Note, we re-introduced the character “Willam” and the changes we made based on your feedback. Willam has transformed from a defense-oriented character to a more versatile one with a wider range of tactical options and increased attack power!

Today, we will introduce the Second protagonist's Skill and Perk rework, Edwin, a member of the Militia in Remore.



With his youthful naivety and diverse combat support skills, Edwin played a lively role both in the story and combat. He played the role of a quick-witted scout. In line with the concept of being a "trained member of the Militia," Edwin had the following basic skills:
  • Support Attack: When equipped with a bow, spear, or other long weapon, Edwin could perform a basic attack on a target that is attacked by an ally.
  • Rope Pull: Edwin could pull enemies or allies one tile towards him.

“Support Attack” was a popular strategic choice that made players consider the positioning of each character during tactical planning. However, "Rope Pull" had the same effect as the existing "Hook" tool, which made Edwin’s skill seem less special.

Furthermore, in order to use the hook to rescue allies, Edwin needed to avoid being caught by enemies. It wasn’t easy for new players to understand the skill before heading into battle with him for the first time and this resulted in the game seeming more difficult than intended.

To fix this, we changed the perk from "Rope Pull" to "Side Step".
  • Side Step: Move one tile diagonally. Can be used while caught.


"Side Step" is a simple yet highly useful skill. Even when caught by enemies, it allows for easy repositioning to select new targets for "Support Attack." It also allows Edwin to slip the enemies' attention and escape out of their line of sight, increasing both his and his allies' chances of survival.

Furthermore, a new perk tree "Guerrilla Warfare" has been introduced, derived from the "Side Step" skill.

  • "Guerrilla Warfare" Perk Tree - Damage increases based on "movement distance," and after an attack, the TP cost of "Side Step" becomes 0. This allows for a playstyle that involves repeated approaches and escapes, enabling aggressive maneuvers at the frontline and sidelines of the battlefield.


The reworked "Guerrilla Warfare" perk tree, which has been modified to maximize damage as Edwin covers longer distances and secures favorable attack positions, will make him feel more like an assault trooper, actively charging enemies and initiating combat while also maintaining a supportive position in coordination with allies.

On the other hand, choosing the "Hold The Line" perk tree, in contrast to the "Guerrilla Warfare" tree, allows for maximizing damage output in a stationary position.

  • “Hold The Line” Perk Tree: The cooldown of "Support Attack" is eliminated, and by "holding the current position," there is a decrease in WP/TP consumption and an increase in damage, enabling the unleashing of substantial damage.


Edwin, when choosing perks from the "Hold The Line '' tree, sacrifices mobility in exchange for holding his position and providing continuous support attacks to Willam and Duirmuid, maximizing the party's offensive power.

Both the "Guerrilla Warfare" and "Hold The Line" perk trees show distinct strategic characteristics, further enhancing the difference between Edwin and other characters.

We’ve also removed the weapon requirement for Support Attack (bow, spear, long weapon) giving even more freedom for playstyle.



We hope the new and improved Edwin is as fun for you to play with as he was to us!

Next time, we will introduce the direction of the rework for Jorgyn, the blacksmith who repairs the Survivors' weapons in the hideout. Until then, Thanks!

Thank you

[Dev Note] A Knight’s Journey



In our previous post, we promised to share the process for incorporating feedback moving forward. However, due to the huge amount of suggestions and opinions we received, it’s taking longer than anticipated! We really value it all and don’t want to brush over anything lightly!

So, for the time being, we’d like to take a look at the changes made since the NEXT FEST version of the game.

First off, a revamp of the skills and perks of the protagonist, Willam the Knight Errant!



Willam, originally had the following basic techniques, in line with the image of being a "knight who defends allies":

  • Shield Revenge: Counters when attacked during "Raised Shield" stance.
  • Swift Save: Swaps places with an ally, enabling the rescue of a caught companion.


However, these passives required the use of a shield as a secondary weapon and only triggered when being "attacked." They weren’t used actively and didn't align well with the game's characteristic of "using the appropriate weapon in the right situation."

As a result, we decided to replace "Shield Revenge" with a new skill "Weapon Specialist."

  • Weapon Specialist: Each time a weapon skill is used twice, gain 1 Weapon action Point (WP)




The new passive maintains the intended characteristic “specialized in one-handed weapons (consuming 1 WP)" while not forcing the use of a shield and leaves room for the use of two-handed weapons if the situation calls for it, thereby expanding the range of character use.

It also focuses on targeting enemies with various types of one-handed weapons, allowing for concentrated attacks on powerful enemies to neutralize them or weakening multiple enemies, thereby increasing tactical choice.

In addition to this, we have also redesigned the character's Perk Tree.



In the NEXT FEST demo, you got to experience William's perks like "Back to Back" where defense increased by 1 for each adjacent ally, and "Retaliation," where the damage of the next attack greatly increased when attacked.

Both these perks were designed around "Shield Revenge" so changes, with the new skill "Weapon Specialist" in mind, were necessary. However, we wanted to maintain the image of a "knight with solid defensive capabilities" and so decided to separate the "Iron Wall" and "Duel" perk trees.

  • "Iron Wall" Tree: Includes effects such as WP increasing by 1 on the turn after being attacked, strengthening shield defense, and counterattack abilities, allowing for a similar playstyle to the original William design.
  • "Duelist" Tree: Includes effects such as WP increasing by 1 on the next turn after defeating an enemy, and strengthening the “Swift Save” skill, enabling charging into enemy lines for a more aggressive playstyle.




Each Perk Tree has its own advantages and disadvantages, creating meaningful choices in play style and further enhancing the gameplay enjoyment of the character, Willam.

We’re really hopeful that players will find the new version of Willam a lot of fun to play and we’re excited for you to try him out!

Next time we’ll introduce the improvements we’ve made to Edwin, the support attack specialist!
See you again soon.

Thank you

[Re-Broadcast] Steam Next Fest 2023 June Live Stream



Missed our Steam Next Fest 2023 Live Stream? We got you covered!
Our full Live Stream of our REMORE: INFESTED KINGDOM Demo will be re-boardcasted for those that couldn't see it!
We got tips and details in the live stream on how to successfully navigate our game! Hope you enjoyed our demo!

Direct link to the broadcast:​
https://steamcommunity.com/broadcast/watch/76561199236239552

Thank you

[Dev Note] About Difficulty



STEAM NEXT FEST June 2023 wrapped up this Monday and we would like to begin this Dev Note by offering a special thank you to everyone for all your amazing feedback we received through our YouTube, Reddit, Discord, Steam Forums, and the Suggestion Box!

Up until now, as we didn't have the opportunity to show off our game, the focus of the Dev Notes has been on introducing existing game elements and also our intentions behind them.

Now that many of you have played the demo and gave us diverse opinions, we can share more varied content in the future, including upcoming development plans and addressing the areas that you asked about.



We would like to briefly share our thoughts on the most commonly talked about topic, "the Difficulty of the game", which many of you have mentioned.

Regarding the difficulty of the game in REMORE: INFESTED KINGDOM, we aimed to create a "High-difficulty" game that preserves the apocalyptic theme and that required deep tactical planning.

However, pursuing High-difficulty in a turn-based game, rather than an action game, can easily lead to overly complex game design and an "impossible to clear without knowing all the hidden elements" approach, which may feel unfair.

The goal we most wanted to achieve with the Demo version was to make the High-difficulty clearable by players who are playing the game for the first time, as long as they carefully understand the game elements and also that they perceive it as challenging yet fair experience.



Based on player feedback and the observations from playthrough videos, we think that the game experience seems to match our intentions.

Although there may be variations depending on how familiar one is with the genre, many of you have successfully overcome the challenges to reach the Monastery, strategically utilizing the various Weapons and Character Skills, as well exploiting the weaknesses of enemies, more than we had anticipated!

However, many of you pointed out that the explanations for the "Vengeance" and "Suffering" difficulty levels were unclear. To address this, we plan to improve the UI going forward to ensure a clearer understanding.



Regarding the addition of an "Easy" difficulty that many suggested; since it is impossible to provide meaningful experiences for all difficulty levels, we do not have plans to offer a difficulty level where beating the game is possible without any strategic thinking.

Nevertheless, through UI improvements, we aim to be more clearer conveying the characteristics of the "Vengeance" difficulty and balance it in a way that allows a broader range of players to enjoy Remore in a manner that suits them.

In addition to the difficulty, we are grateful that many of you provided feedback on various elements of the game. Rest assured, the entire development team is carefully going through and considering all of it.

In the upcoming Dev Notes, we will gradually share the feedback we received and how we are using it to improve the game!

Thank you