Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Remore: Infested Kingdom - medieval apocalyptic tactical RPG - now available on Early Access

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,350
Kickstarter: https://www.kickstarter.com/projects/453527978/remore-infested-kingdom-medieval-turn-based-rpg







So apparently it's a mix of XCOM, Into the Breach, Darkest Dungeon and Battle Brothers; word of mouth is that it's painful experience even on medium difficulty, also because the unfinished state of the game.

A set of dungeon delves/scenarios interlocked with camp management.

Any thoughts on this EA title?
 
Last edited by a moderator:

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,047
Yeah not sure what happened to the kickstarter, it should've raised more funds than my shitty joke project. Clearly there was some effort invested here.

This looks right up my alley though. I might check it out at some point.

Edit: wait this is zombie stuff, nvm. Fighting zombies is lame.
 
Last edited:

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,227
all enemies seem samey? In narrator driven trailer I expected some eldritich horrors.
Somehow opening doors to enemy surprise is missing jump scare factor. Perhaps too much light?
 

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
386
Location
Brazil
Looks "ok".
But just looking ok is not good enough.



Watching the gameplay, nothing really stands out. Everything is just "servicible". Maybe I will try after it after a couple of years with a fat discount but I have my doubts the devs will deliver updates that will turn this game around to an excelent state.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,001
Location
Small but great planet of Potatohole
this artstyle is boring and an immediate turnoff
This game had an (extremely failed) Kickstarter last year

I wonder why, big mystery
Yeah, the art style is boring and seems low effort. Perhaps not in the actual work involved by the artist but in the: "let's think of a good and original art style that will captivate the players and will work well with the theme". They f***d up this one badly.

The game itself might turn out good, we'll see.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,137
[Dev Note] Caught in the Hunter's trap! Just give up!
Dev Note

4359f13464d70583210fab7bf83bd02ec8ea598a.jpg


Greetings, Survivors!

Development journey of REMORE has already been 4 years. Today, we’re taking a short rest, talking about overall progress.

The reason we could stand for this long, severe(?) development journey is your attention, and our will to meet the expectation. And so long, REMORe is heading to a better, more exciting game for sure.

Today, we’d like to say that we found the “Cape of Good Hope” in our journey. We finally designed the concept to be “basis’ of our development journey, so that we can stand and step forward, in belief that the “Completion” of REMORE is not impossible.


0d38eb886e1c5dd187283786fa587d318cf36c57.jpg


What was your “Core Experience” of REMORE? We expect that there would be thrusting enemies, will to survive slashing over them, or shining human wisdom in this progress.

We had a thought that this experience could be organized as “human hymn.” Against overwhelming threat shines human basis value, and that shining moment can be explained as “Core Experience” of REMORE. Despite being human, or rather, precisely because we are human, we aim to allow the experience of the extreme limits of human values through REMORE.

Let’s take a moment to talk about the essence of “games” as a medium. Simply put, a game is a collection of rules, and through this collection, it becomes a playful activity where we can derive “enjoyment.” These rules sometimes test the player's own values, while at other times, they immerse the player in a fictional world, offering new experiences as part of that world.

The virtual world experience that REMORE seeks to offer as an RPG is distinctly different from our reality. The medieval era and the apocalyptic setting are so far removed from reality that players will likely "appreciate" the world of Lemoore rather than "immerse" themselves in it.


b424a034ba0e248115950b2354442ca9270aeef9.jpg


So, how can the "Human Hymn" that REMORE offers resonate more vividly with you, the survivors? We aim to convey this through the aesthetic concept of "the sublime."

The "sublime" is a feeling that arises when faced with an overwhelmingly powerful force—such as a natural disaster or war—that makes one acutely aware of their smallness. Initially, one feels despair or helplessness in such situations, but eventually, through recognizing oneself within these awe-inspiring events, human nature shines through. This concept of "the sublime" can also describe the feeling one gets when witnessing something overwhelmingly perfect, like an extraordinary piece of architecture or a breathtaking natural landscape.

In the world of REMORE, a great catastrophe has occurred. This disaster is so absurdly merciless and seemingly insurmountable that it threatens the very survival of humanity. Nevertheless, through the wisdom and will of you, the survivors, the people of REMORE choose to survive and face this catastrophe head-on. And in doing so, their humanity shines, and the sense of the sublime can be felt.


774e4192ef003078e85ca33d02a739a30d9da483.jpg


So, what’s changed, you ask? We are now working to further elevate this sense of sublimity. To do so, we plan to depict even more overwhelming disasters and the human will that shines ever more brightly within them. With new content and more engaging stories, we hope to recite this “Human Hymn” even more beautifully.

We are now aiming to take REMORE beyond being a game as a "set of rules" and guide it into becoming a form of "media art." Countless ideas have already been proposed for this, and what remains is the task of refining those ideas and applying them to REMORE. Through this, we believe we can offer you, the survivors, an opportunity to experience the "sublime nature of human will."

There isn’t much time left. Please continue to follow us til the end of Remore’s development journey. Thank you, survivors!
REMORE
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,137
[Dev Note] World Time and Map : REMORE Exploration Milestones
4359f13464d70583210fab7bf83bd02ec8ea598a.jpg


Hello, survivors!
Today, we'd like to introduce some exciting new content related to stages.
In the previous dev note,
[Stage System Overhaul][http//%26quot%3Bhttps], we introduced a major change where each map is the "smallest unit of experience," and allows players to freely move between them. This change creates a sense of "free movement," making the exploration of REMORE more immersive and ensuring that the overall game tempo remains engaging and not sluggish.

b1a72532a45885d1d0c88afe5e0d091bd9901fa7.gif


However, compared to the previous system, where each map had a clear "start and finish," the new freedom of movement introduced a challenge: it became less clear when to place a pause—or even a full stop—on expeditions. In other words, the sudden increase in freedom led to a loss of clear markers or milestones for exploration.

To address this and prevent players from feeling lost, with this new freedom, we’re introducing two systems that act as temporal and spatial landmarks: World Time and Map.


World Time: Bringing Expeditions to Life
World Time is a new system that dynamically changes the state of each map as the expedition progresses. However, since basing it on "real-time" could create unnecessary pressure in a game where strategic movement is key, the passage of time will instead be linked to the number of movement tiles in the free movement state or the number of turns during combat.

As a result, enemies on each map now have a "respawn time." If you revisit a map shortly after clearing all the enemies, it will remain empty. But after a certain amount of World Time has passed, enemies will respawn. Furthermore, if a map is left unchecked for a long period, more enemies will spawn. We'll delve deeper into this "Dark Shroud System" in a future dev note.

In addition to the introduction of World Time, the state of each map will now be saved. For instance, if you revisit a map where you previously opened a door, that door will remain open, and looted chests will stay empty. Through these changes, we aim to deliver a more immersive experience, making Remore feel like a truly interconnected world rather than just a series of isolated stages.

16489ad2872cf6e68b61b318d3cfc96021d2d225.gif


World Time serves as the temporal progression marker for expeditions. If you've spent too much time on an expedition, the maps will gradually fill with enemies, while the number of items you can gather will noticeably decrease. At that point, it might be time to return to the safe haven for some rest and regrouping.


Map: Providing Direction for Expeditions
We’ve briefly shown an early version of the map in a previous developer note. The initial goal was to create a basic structure that connects maps, distinguishes special maps, and portrays the general geographical features of each region. With these minimal elements, we put together the first draft of the map and conducted internal testing.

ab04b781378ac6513d9a52336af584875a496c22.png


After testing, we received a lot of feedback that the previous map was only fulfilling the most "minimal" role. Its only functions were to prevent players from getting lost and to indicate whether a special event would occur in the upcoming map.

As a result, we re-evaluated the information that should be included on the map. Instead of just focusing on what is “possible” from a UX perspective, we aimed for what would be "convenient." We redesigned the map’s structure, revised the labeling methods, and enhanced its aesthetic appeal.

aec78b6d78d6585ac552b0fbb4c66b61f6e0e329.gif


First, we adjusted the icons and sizes of the map symbols. The goal was to make the distinction and importance of each map type immediately clear. To achieve this, we categorized the icons into three types and scaled the icon sizes according to their level of importance.

For the map where the player is currently located, we highlighted the icon's border to make it more visible. This allows players to more easily identify their current location and the next map they will encounter, enabling more "strategic" decisions.

We also marked "safe return points" on the map with icons, as these are key points for the player's journey. Additionally, if important objects are added later, they can also be indicated in a similar icon format, making it easy to see which objects are present on each map.

The result was much easier navigation and the internal testing results were positive too. The fun of free exploration and the appropriate tension were well-balanced, and with the introduction of clear markers for the journey, players could make more strategic choices. Some players might push the boundaries of safety on their expeditions, "Just a little more...!", while others may cautiously reveal the map, making careful progress.

Anyway that’s it for today, we'll be back next week with more exciting news!
Thank you, survivors!
REMORE
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,137
[Dev Note] The Nameless Jester
4359f13464d70583210fab7bf83bd02ec8ea598a.jpg


Hello again, Survivors!

To go along with our Official Discord Riddle Event we announced earlier, we’d like to introduce the story of the charming yet mischievous character, The Jester, who has joined our band of Survivors.

Each character who has to navigate the world of Remore, has their own story that motivates them to survive and keep moving forward. Beyond the basic concepts mentioned in previous Dev Notes, we’re working on creating stronger, more engaging narratives to amplify each character’s personality and storyline.

The story of The Jester will give a little insight into the tragedy of Remore and add more meaning to the character’s Skills and Traits. Each character’s story is crafted to help you understand why and how they develop their unique attitudes, behaviors, strengths, and weaknesses. And today’s look into The Jester’s story will show a fragment of the “Tragedy” of Remore and what fragile humans might experience when facing such a calamity.

6498ac26604ace86709ddc735063930b428bf631.jpg


Defiance Against Sorrow: Mockery
The Jester character is all about striving for an over-the-top “Cheerfulness.” Even in the tragic world of Remore, The Jester focuses on “laughter,” treating everyone else as the butt of his jokes.

As you play, The Jester's attitude might come across as “Annoying” or as someone who “isn’t taking the situation seriously.” This is exactly the unique personality we wanted for this character in a medieval apocalypse setting. And it’s also a role we feel only The Jester, among the 8 survivors, can fulfill.

1c48e17a0cb7a829d079b7fa890ee798d3ec0f72.gif


Our Jester isn’t a clever comedian skilled in witty jokes. In fact, his words in tragic situations are often unhelpful or harmful. His timing is tragic, continuously making inappropriate jokes while our Survivors teeter on the edge of death.

His indiscriminate mockery is certainly a “Flaw” in gameplay terms, making him a challenging character. But narratively, this has a deeper meaning. His relentless, unpleasant monologues reflect how humanity changes in response to the massive shifts in the world of Remore.


Unstoppable Laughter...
The Jester’s jokes aren’t meant to bring joy or happiness; they’re closer to a mockery of the current world. Even before Remore’s tragedy fully unfolded, The Jester was someone who made others laugh not by bringing joy but through ridicule.

Yet in the tragedy-stricken Remore, The Jester didn’t hide. Instead, he throws himself into the midst of the enemy, gambling his own life for survival.

5189b94548a68a07fa2fb85bf266f377f8fc81b1.gif


What exactly was The Jester thinking, that he would act so boldly? Was he simply showing off his unique abilities, believing he could do what no one else could? Or was it all just a way to mock everyone else, flaunting his power? Or perhaps… has he already given up, surrendering to these trials the world throws at him?

The answer depends on your interest and gameplay. The Jester has always, and still does, hide his true emotions behind his white makeup, living through this tragedy with the thought that all he needs to do is make one person the subject of his cruel jokes to bring joy to everyone else. His genuine emotions, thoughts, and judgments behind that mask will slowly be revealed to the survivors, as they journey through Remore.

That’s just a small introduction to the narrative of this tormented Survivor. Join our Official Discord Riddle Event and help shape the story of the laughing, crying Jester!

We’re preparing engaging stories for all the characters in Remore, so that you, the Survivors, can fully immerse yourself in the world. We hope you look forward to it!

As always, thank you dear Survivors!!
REMORE
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,137


[Dev Note] Stage Narrative : Checkpoint
4359f13464d70583210fab7bf83bd02ec8ea598a.jpg


Hello, Survivors!

As briefly introduced in a previous Dev Note, "Completion of World View, to the Next Step!,"[http//%26quot%3Bhttps] our team is putting a lot of work into building the world of Remore and the narrative of the apocalypse that has struck it.

A strong, well-crafted world enhances immersion and enjoyment of that space. By creating a believable world in Remore, we hope to ensure that the content would feel real to the survivors within and not just game “devices.” This also opens up ways for players to understand the world intuitively.

Currently, we're exploring different ways to share this world with you. Traditional media like novels, comics, or videos often use a linear narrative to unfold the story and the setting.

However, games are interactive, so simply delivering the story passively isn’t the best solution. When players can actively engage with the game, they become more naturally immersed in its world, making the narrative more dynamic and inviting.


Stage Narrative: Content Beyond Being a Simple Stage
Today, we’re introducing a stage concept narrative, which is one of the “active” narrative approaches we’re going for.

Many elements go into building a stage. Starting with the terrain design, we can show the atmosphere and concept of the stage. The placement of obstacles and other objects doesn’t just serve functional purposes; it also acts as a narrative device. Even enemy placements can show what might have happened in this stage!

bffd1aadf89f9ac2a2fe049cb113b8025b8eff7a.gif


If a single stage can convey so much, then multiple interconnected stages can offer an even wider range of narrative experience. Transitioning from one stage to the next can intensify or ease the tension. For example, encountering a darker atmosphere and more enemies will heighten tension, giving a sense of moving toward the heart of danger. Conversely, meeting and joining up with civilian survivors can bring relief and a sense of companionship.

5172b6ea2dda949000f596003beeba77547e49f4.gif


Today, we’d like to introduce the “Checkpoint” stage, giving you a preview of the narrative we’re currently developing and showing how the stage narrative is structured.


Checkpoint: Neither Forward nor Back
The checkpoint sits between a main road and the Pleasure District. Originally, it served as the “Gateway” for those entering the district, surrounded by barricades. In peaceful times, it was a frustrating but necessary checkpoint for those eager to experience the decadence of the Pleasure District.

As a place designed to control entry, the checkpoint has facilities for the stationed guards, including equipment, areas for meals and rest, and spaces for conducting inspections.

a057a8d4e59023df13feb5170d383d0874ac93d2.gif


Then, disaster struck Remore. The darkness, which turned all living beings into creatures, spread both inside and outside the district. The surviving residents fled to the checkpoint, seeing it as an “exit,” but they hadn’t imagined that the creatures had already spread to the outside.

Thus, the checkpoint became a “prison” for the survivors of the district. The guards who once defended it were slaughtered by the creatures, leaving the survivors to fend for themselves, attacking anything that approaches to ensure their survival.

700cbe860ea74e7d5425ffbef20c377a7bed71db.gif


For players, the checkpoint is the gateway to enter into the Pleasure District. Amid the chaos of both human and creature enemies, they’ll need to pass through unscathed. It also serves as a starting point for players to directly experience the concept of the district that lays before them.

To enhance understanding of the checkpoint's unique setting and the apocalyptic situation, we’re considering quests and other narrative devices. We’ll share more details about these as our development journey continues.

Next week, we’ll introduce another stage with even more exciting stories.

Thank you once again, Survivors!
REMORE
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,137
[Dev Note] Stage Narrative : Herbarium
4359f13464d70583210fab7bf83bd02ec8ea598a.jpg


Hello, Survivors!

In last week's Dev Note,
[Stage Narrative: Checkpoint], we introduced the Stage Narrative as one of the methods we’re using to deliver our game’s narrative.

Previously, we mentioned that our Development Team is designing individual stages so that each stage can serve as the smallest unit of the gameplay experience. These stages are interconnected, weaving together to form a complex story.

Let’s take the “Checkpoint” example from last week. The layout of the checkpoint is based on the concept of a military and administrative zone meant to control access. To pass through the checkpoint gate, players must navigate this intricate terrain. Through this experience, players face the challenge of overcoming both the unfavorable landscape and the humanoid enemies and monsters blocking their path to the Pleasure District.

What makes the narrative of the Checkpoint even richer is its connection to the neighboring stages with their own unique settings. The Checkpoint, situated on a main road, serves as the gateway to the Pleasure District. However, the disaster in Remore that struck both the inside and outside of the Pleasure District simultaneously has plunged the checkpoint into chaos, where humanoid enemies and monsters are locked in a tense standoff. It has become a hellish battleground, with no way forward or back.

700cbe860ea74e7d5425ffbef20c377a7bed71db.gif


Rising Expectations, Growing Tension
Today, we’d like to introduce the Herbarium, a stage deep within the Pleasure District, where the darkness of the REMORE lays thick.

Our goal was to create an experience where stages are seamlessly connected in real-time, with the changes from one stage influencing the next. For example, if you encounter humanoid enemies in the previous stage, you might find their remaining allies, abandoned weapons, or even their corpses in the next stage.

The Checkpoint stage doesn’t strongly reflect the atmosphere of the Pleasure District itself. Instead, it hints that something “terrible” has happened inside, as those who once lived there fled into the outside world, escaping the darkness. Once players pass through the checkpoint and enter the district, they will fully witness what the Pleasure District has become. The stage design was crafted to build this sense of anticipation and tension.

The original Pleasure District was a place of surreal, dangerous beauty, adorned with vivid red fabric. It was home to hosts preparing to greet guests, impoverished individuals barely surviving by exploiting or being exploited, and the Herbarium, a site where hallucinogenic fantasies were cultivated for those unsatisfied with reality.

f520976a2e939191ed204599264cca1de4d125bd.gif


For those lost in indulgence, the darkness seeped in silently, deeply, and fatally. Those in the deepest parts of the Pleasure District have transformed into monsters, while those spared from direct exposure to the darkness fled in utter terror. Now, this place has become a battleground for the desperate few who couldn’t even reach the checkpoint, fighting their final stand.

The district's once-deadly beauty is now entwined with streaks of corruption, turning everything into chaos. These dark streaks, woven into the essence of the stage, grow thicker and more menacing as you venture deeper into the district, foreshadowing an ominous fate ahead.

89766778cc781e033d761884eb6b227a403f35ad.png


The Herbarium: Where Indulgence Lingers and Consumes
Following the dark streaks with unwavering steps, you eventually encounter crimson buds blooming atop them. These flowers, once symbols of the Pleasure District’s excess and indulgence, now bloom anew from the tainted, blackened stems—a grotesque and unsettling sight.

As you stand before this garden of blooming flowers, the truth dawns on you. This is the Herbarium, where the red flowers of indulgence were cultivated. And just as they always have, these flowers will ensnare humans, captivating them and turning them into prisoners of their allure.

ee5dc988ca357bb8545c0796ef07111063c66115.gif


The exact mechanism behind the creation of these monsters, or the true origin of their corruption, remains a mystery. All that is clear is the overwhelming threat before you must be overcome, and the source of the corruption must be found and eradicated.

The Herbarium introduced today is just one of the many intriguing stories within the Pleasure District. Among these is the introduction of a new enemy, the Petal. Both strategically and narratively, a variety of elements are in place to challenge you in how to confront them.

4d5e0b4b1cca0d4d0fa17ab519e896ea5cce7609.jpg


We’re eager to introduce the many other areas that will follow the Pleasure District. We can’t wait to show them off!

Thank you once again, Survivors!!
REMORE
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,137
[Dev Interview] Behind the Scenes
4359f13464d70583210fab7bf83bd02ec8ea598a.jpg


Hello, Survivors!

Well, what did you think of our Dev Commentary Video?

It was a short video, but it gave us a great opportunity to share our development progress and the direction Remore is heading more directly with you. We’re all happy with how it turned out!

Today, we’d like to share some Behind-the-Scenes stories from the making of that video.


"The 'real' developer reaction: 'Wait…me? You want me to be on camera?!'"

f84ed30e389904bb622ce0065984876bbc5b1d48.png


First, we’d like to offer a heartfelt apology to our Devs who “suffered” through the filming of the Commentary video!

For our team, who were neck deep in game development, the video shoot was quite a unique experience. Filming equipment appeared in the office, more crew members arrived than we expected, we got makeup done for the shoot, and everything was prepared in a way that felt very professional.

Black Anchor is made up of people who are absolutely “obsessed” with game development, so speaking about their vision for the game through a new medium like video was a significant challenge. It’s one thing to confidently share opinions and make decisions during meetings, but presenting these ideas directly to you, the Survivors, through video was a completely different story.

On top of that, with the goal of reaching a worldwide audience, we conducted the interviews in English. Unlike our previous Dev Notes or community updates, the purpose of this commentary video was to directly convey our game’s vision, so this part was a must!

This meant we had a lot of preparation to do before filming. We had to figure out how to showcase Remore’s fun aspects without spoiling anything, while presenting the concepts we’re currently working on. Visually, we also had to decide what content to reveal first and how best to represent it.


Discussing REMORE’s future—filtered with just a touch of refinement

1179517b44d857f3193c3aea27dcda8b4d6a232e.png


There were mixed opinions about including scenes of our development discussions in the video. Our team frequently holds meetings to create a better game, so everyone is very accustomed to the process, and there was no issue with filming the meetings themselves. The question was whether our discussions would come across naturally if they were filmed.

Every member of Black Anchor has a clear belief and strong conviction about games. We believe that by letting these perspectives clash and refining our ideas without settling for half-measures, we can create truly enjoyable and unique games. As a result, our meetings are always dynamic and filled with intense debates and discussion. We take pride in this approach, which is helping us make Remore a better game.

However, we were worried that showing these scenes in the video might give the wrong impression, and make it seem like we were arguing. While all our meetings are conducted with mutual respect and a shared goal of creating a better game, the process and results take time and are difficult to capture in a short video.

To address this, the video focuses on the end stages of our meetings. The scenes you see in the commentary video show us organizing and summarizing our discussions as they near their conclusion. While we as a team enjoy our passionate debates as a method to improve Remore, and we did feel a bit of regret about not fully showcasing this process, we decided it would be better to let the results speak for themselves in the final product.


Board Game: A "Rest" That's Not Quite a Rest for a Better REMORE

5e771329a76c60b26897c18574fed9689969b15e.png


When the video production team suggested including scenes of us playing board games, we thought it was a great idea.

Our team often plays board games after work, and we even use these sessions to spark new ideas. That’s why our office is stocked with loads of them, and sometimes we even get together on weekends to play them.

While the primary purpose of playing board games is, of course, fun and relaxation, it’s also a way for us as developers to intuitively understand game mechanics and apply them to our projects. In fact, we’ve drawn inspiration from board games and implemented those ideas into game systems multiple times. This is why we see board gaming as a positive part of Black Anchor’s workplace culture.

However, for the video, we had to choose a visually striking board game rather than one we’ve been enjoying recently. Even if a game was a team favorite, we prioritized games with detailed and elaborate components for their visual impact.

Still, we’re very happy that we were able to share this unique aspect of Black Anchor’s culture. Who knows? If we get the chance, we might introduce you to more of our favorite board games!

03e5dc839b52f25c202a06206e5de6cfe950dae3.jpg


In the end, the video turned out better than we had imagined. When the filming equipment first arrived at the office, we felt a bit nervous, but ultimately, we felt we gave the right impression of our team and ourselves to you guys, which left us feeling good about it!

Of course, there’s still a ton of content we’re preparing that couldn’t be covered in the video. We’ll gradually introduce these through Dev Notes, community updates, and future releases.

We look forward to seeing you again soon.

Thank you, Survivors!
REMORE
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom