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  3. [Dev Note] Completing the Narrative of Remore #1

[Dev Note] Completing the Narrative of Remore #1



Hi, Survivors!

In today’s Dev Note, we’re diving into the narrative direction of REMORE.

So far in Early Access, the main storyline has focused on the outbreak of the Infested, the Cultists causing chaos, and the Survivors’ struggle to push through it all. Taking down the Cult leader was where the story wrapped up, but we haven’t really talked about what happens after that—until now.



We launched the Early Access version of REMORE mid-development to share the game’s systems and experience with you as quickly as possible. Our goal was to build an engaging gameplay system and show you what kind of game REMORE is all about. If Early Access was part of the “journey,” now it’s time to push toward the “finish line,” with the narrative also heading toward a complete and satisfying experience.

For us, games are interactive media—something that offers endless possibilities based on player choices. That’s what makes them such a unique and rich form of content. We believe a game should provide an “environment” where players can explore those possibilities, and the narrative plays a crucial role as the foundation that ties everything together.

Today, we want to share some of the thoughts and discussions we’ve had while crafting a narrative that’s not only more fun but also adds more value to the game.


[h3]What’s the Core Theme of Remore?[/h3]
To make REMORE’s narrative even stronger, the first thing we did was pin down the game’s Core Theme. A clear theme doesn’t just make the story more immersive—it also gives us, as developers, a solid foundation to build a more focused and meaningful narrative.

We started by looking at the heart of the game: its “medieval apocalypse” setting. This medieval backdrop represents a brutal and violent time when human civilization hadn’t yet reached its full potential. In this harsh world, the overwhelming flood of creatures is an absurd threat to every living being—an unstoppable force far beyond what humans can handle on their own.

And yet, the survivors in REMORE push forward, overcoming these horrors and finding ways to keep going. In their determination, we see something truly remarkable: the resilience and strength of the Human Will. That unyielding willpower—the force that drives people to defy despair—is the core theme of our game.



[h3]Concern 2: How should Humans be portrayed?[/h3]
The Early Access version already included several elements to highlight the theme of human will. Players had to overcome the threat of death through clever tactics, and the story of Willam, who rises above the grief of losing his wife to lead a group of survivors, showed people fighting against absurd disasters through sheer determination.

That said, there were some missed opportunities where the game system and story didn’t quite work together. For example, characters surviving near-death situations didn’t have much explanation, leaving players to assume it was just because of their strong will. And while the story emphasized Willam’s role as a leader, the game didn’t give him any unique abilities or mechanics to back that up.



Our team sees games as "all-encompassing content"—a medium that offers rich, layered experiences. By "layered," we don’t just mean combining text, visuals, and sound. It’s about creating a space where players actively engage with the game world, experience it firsthand, and even shape it. That’s why, with REMORE, our goal is to merge the game system and narrative into one seamless experience, so players feel like they’re truly part of the world.

With the updates we’re working on, the game’s systems and content have grown a lot compared to the Early Access version. Naturally, the narrative has to grow too, providing a broader and more detailed foundation for everything. As players gain more freedom in how they play, the story and background need to be just as strong to support that freedom. Our goal is for the narrative to act as the “Rules” of REMORE’s world, making players’ actions feel meaningful and tied to the theme of "Human Will." That’s what we’re aiming for in our storytelling.


[h3]Concern 3: A narrative that fits well with our game?[/h3]
Once we had a clear direction for the theme and expression, we got into some serious discussions about the narrative that would support and even strengthen the game’s setting. We went back to the core idea: "medieval people struggling to survive against monsters." From there, we figured out the "why?" and "how?" that would form the foundation of the story.

To answer the "why" behind this tragedy, we realized we needed to explain the monsters' appearance in more detail, since up until then, it was just a given. Even though it meant stepping away a bit from the more realistic, "low fantasy" setting of REMORE, we needed some kind of supernatural trigger for these events. So, we set two main narrative goals: first, the new supernatural setting needed to feel believable, and second, it had to tie into the theme of human will.



The answer to "how" this tragedy can be overcome had to be firmly rooted in "Human Will." The storyline was quickly decided: the despair of human will in the face of a creature apocalypse, and yet, those who did not lose their will completely would eventually regain it and clear the darkness that looms over REMORE. By adding the realism mentioned earlier, we set the direction for the narrative to focus on the relationship between human will and the creature apocalypse.



After all the discussions and brainstorming, we’ve finalized the story of "Overcoming Darkness through Human Will." I get that, based on what we've shared today, there might still be some questions about what exactly the "Human Will" narrative is that we're trying to show.

In the upcoming Dev Notes, we’ll dive into the narrative we’ve planned and how it connects with the game systems. I’m sure as we do, the world of REMORE will start to make more sense.

See you again soon.
Thanks, Survivors!
REMORE