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[Dev Note] The Jester : Devilish Trickster



Hello, Survivors!

In today’s Dev Note we’d like to introduce another new playable character you’ll be meeting in Act 2 — The Jester, Nathaniel.



[h3]A Man Trying to Build a Better World through Laughter[/h3]
Little is really known about Nathaniel. Only a rumor: in the Outer Districts of REMORE, there was once a talented Jester who performed for high officials and the powerful. He wasn’t afraid to point out their flaws and wrongdoings, mocking them openly while subtly hinting at a better path for REMORE — a delicate “tightrope walk.” Though secretly irritated, the authorities often let it slide, charmed by his clever wit.

But Nathaniel’s daring acts weren’t just for show or thrill-seeking. He understood that the suffering of REMORE’s people stemmed from a broken system, and that those same elites who had built it were the only ones who could fix it. Through his own methods, he tried to open their eyes and urge them toward reform.

His efforts, however, were far from enough to counter the city’s deep-rooted corruption. The powerful either failed to grasp his intent or simply had no desire to make things better. Over time, Nathaniel grew weary, lost his drive, and eventually succumbed to resignation. All that remained was his biting mockery of a REMORE that refused to change — and bitter frustration at himself for failing to change it.

Then came the great explosion of the Memolith. The Dark Shroud swallowed REMORE, and monsters flooded the land. Perhaps, in that chaos, Nathaniel allowed himself a faint smile at seeing the corrupt structure finally crumble. Still burdened by his twisted heart, he wandered through the Inner Districts — until he finally crossed paths with the Survivors on their journey to reclaim the Light of the Memolith.



[h3]The Great Showman[/h3]
Before the explosion of the Memolith, The Jester lived a life far removed from combat. But now, in a world where survival demands doing whatever is necessary, he possesses a wide range of skills that allow him to shine. The Jester’s main stat is Agility, the same as Shadow Sister Mienne, giving him a major advantage in hit-and-run tactics. Thanks to his nimble movements from his days as a performer, he can leap over enemies or obstacles to strike from behind, dodge attacks with ease, and pull off the kind of “annoyingly clever” maneuvers players will enjoy.

The clown’s signature basic skill, “Leap”, lets him jump over enemies and obstacles and move to a designated location. Though it might seem simple at first glance, this skill becomes a powerful tool for dealing with the various enemy mechanics introduced in Act 2. He can, for example, use objects to dive into the heart of enemy lines and wipe them out in one strike, or quickly take down enemies that provide buffs to others before they can act.

At the same time, the Jester relishes in winding up all within earshot. His unique trait, “Fibonacci”, grants stealth when his TP reaches 2, 3, 5, or 8. It’s a challenging trait that will test a player’s skill, but if used correctly, it can grant up to four stealth activations in a single turn, making it incredibly useful for ambushes and survival. The Jester’s one man show is bound to delight his allies…and potentially frustrate those in his way!



[h3]Easy, right? Or is this a bit too much to handle?[/h3]
For a Jester, the most important thing is to remain composed no matter how the audience reacts. Even with enemies bearing down on him, Nathaniel moves with calm confidence — almost annoyingly so — letting him evade attacks effortlessly while delivering deadly blows in return.

Through his unique skill, “Simple Dodge,” he can evade attacks by moving to an adjacent space each time he’s attacked. A fully powered critical strike or a one-time desperate assault? No problem — he can dodge them with ease. Of course, the skill has limits: stack counts and cooldowns prevent him from dodging infinitely.

Still, the tactical value is immense. When tasked with critical missions and diving into the heart of enemy lines with skills like “Leap,” even getting detected doesn’t spell disaster — he gains the chance to buy a little time. There’s a strange thrill in seeing enemies taunted and toyed with as Nathaniel slips and dodges around them.



But The Jester’s most deadly weapon isn’t his remarkable stealth or nimble movements — it’s literally his “killer jokes.”

His unique skill, “Mockery,” provokes a target, increasing their critical hit chance by 30% for the turn while reducing their accuracy by 5%. If that were all, it would be little more than a high-risk taunt. But the real twist is that the target doesn’t have to be an enemy — it can be an ally.

By cleverly combining it with skills like “Simple Dodge,” the clown can absorb an ally’s attack and turn it into a powerful buff, boosting their critical chance by 30%. Both friend and foe dance to his whims, and before anyone realizes it, the battlefield itself seems to be laughing along with him.



[h3]The Common Rule of Sports and Jokes: Know Your Limits[/h3]
Nathaniel’s free-spirited thinking and easygoing nature can bring a bit of relief to the harsh journey through Remore — but unfortunately, there are moments when his wit goes too far. The devilish tongue that never stops teasing, even at allies’ mistakes, can inevitably stir up trouble.

The clown’s unique trait, “Sarcasm,” provokes any ally whose attack misses while near him. While you can manage this by keeping Nathaniel away from the main group, using him like a separate unit, or combining with skills like “Simple Dodge” to avoid friendly collisions, his sense of humor will have to be carefully managed.



How did you like today’s introduction to Nathaniel, The Jester? A talented rascal, sometimes causing trouble, and all the more charming because of it — we hope you’re looking forward to meeting this lively, unpredictable trickster in-game!

Thank you, Survivors!
REMORE

[Dev Note] Mercenary : Thorough Strategy, Perfect Victory!



Hey Survivors,

On our last Dev Note we gave you a quick look at REMORE’s new Act and the stories tied to The Outer Ward. We’re working on bringing you even more exciting and detailed stories to explore in-game soon!

This time, however, we want to introduce one of the playable characters you’ll meet in The Outer Ward — the Mercenary. You might remember we gave a brief peek at this character before, but now we’re back with a deeper dive into who they are and the unique gameplay they bring. Let’s get into it.



[h3]An Expert from Beyond REMORE[/h3]
If we had to sum up the Mercenary in one line, she’s a “jack-of-all-trades problem-solver from outside the city.”

As we previously mentioned in Georg’s narrative, he needed to build up his own forces to push back against Richard’s army and their constant pressure on outside merchants. But in Remore — a place known for its exclusivity — and with Georg’s reputation as a foreigner who amassed wealth by any means necessary, there weren’t many willing to stand at his side. That’s why Georg had to look beyond REMORE’s walls.

Enter Luisa, the Mercenary. At a young age, she had already founded and led her own group, the Red-Haired Mercenaries — a testament to her skills. As their leader, she carried a strict sense of professionalism: if you paid her price, she would get the job done, no questions asked. For Georg, Luisa and her mercenary band were a perfect fit. Being outsiders, they drew far less suspicion than he did within REMORE, and they had the military strength to stand toe-to-toe with Richard’s central forces.

So, the Red-Haired Mercenaries became Georg’s “hunting dogs.” When the Hammer Rebellion broke out, they crushed the rebelling artisans at his command. Later, during the arms race between Georg and Richard, Luisa’s band gave Georg the power he needed to hold his ground. But after countless hardships — and the great calamity of the Memolith Explosion — only Luisa was left standing. One by one she lost her comrades, and she drowned the weight of that grief in drink.

And so, while fighting to stay alive, Luisa eventually crossed paths with the band of Survivors who had made it within the city walls.


[h3]A Skilled Problem-Solver Who Controls the Battlefield[/h3]
Luisa is a mid-to-close range fighter who mainly wields Polearms. Her primary stat is Strength, the same as the barbarian Diurmuid, giving her greater potential for offensive rather than defensive play. Her defining trait can be summed up as “Battlefield Control.” Drawing on her experience in rugged terrain, she uses her Polearm and Grappling Hook to disrupt enemy formations and create favorable conditions for her allies. Expeditions with the Mountain Mercenary will go smoother when players not only make use of her own skills, but also understand how they synergize with the strengths of other playable characters.

Her base unique skill, “Tactical Pull,” is similar to the Grappling Hook from Early Access, but with a more advanced mechanism. It can pull both enemies and allies to a chosen spot within range. That means you can rescue an ally who’s stranded in the middle of enemy lines after spending all their TP, or reposition enemies to set them up for a devastating sweep.

Her base unique trait, “Trip,” applies Slow whenever she pushes or pulls a target that isn’t adjacent to her. Maintaining the right distance and executing carefully planned plays will let you restrict enemy movement through this debuff — turning tactical precision into a selfish but rewarding advantage.



[h3]Victory Belongs to Those Who Are Prepared[/h3]
Through Memory Bonds and other unlocks, the Mercenary gains new skills and traits that will show just how prepared for battle she can really be.

Her unique skill, “Precise Timing,” cuts the power of Push/Pull weapon skills in half but completely removes their cost. In other words, it’s most effective when used with high-cost skills where the added utility is more important than raw damage. For example, you could first strike with a standard attack, then use Adjust Tempo to drag an enemy into position for another ally’s attack. Or you could use it up front to group enemies tightly together, setting up a sweeping strike that can wipe them all out — plenty of strategies open up.

Her unique passive, “Execute Plan,” highlights her meticulous, calculated style even further. When using an Area-of-Effect skill, if there are no empty tiles in the range — in other words, if you’ve hit every possible target — she regains 2 WP. By lining up enemies with Tactical Pull or Precise Timing to control the battlefield, then landing the perfect blow, she earns herself another chance to strike. This means the Mountain Mercenary is heavily rewarded for pulling off the high-level strategy of battlefield control: when executed well, she gains yet another opportunity to unleash devastating attacks, chaining forced movement, and follow-up strikes to utterly demolish her foes.



Another aspect that allows the Mercenary to shine as a combat expert is her ability to skillfully wield a variety of weapons depending on the situation. This is realized through her unique trait, “Weapon Mastery.” When she uses a weapon skill with a different attribute than the previous skill within the same turn, the cooldown of a random skill is reset.

For example, if she first attacks with a slashing-type weapon skill using the Slash attribute, then follows up with a thrust from a spear-type weapon with the Pierce attribute, one of her skills that is currently on cooldown will be reset. Since each of the Mountain Mercenary’s skills carries significant value, making efficient use of Weapon Mastery is crucial. To do this effectively, she must equip the appropriate types of weapons before entering combat.



[h3]Gotta eat to survive…![/h3]
While Luisa shows herself in battle as an excellent problem-solver and a prepared professional, she also has her human side. For her, combat isn’t about nobility or honor — it’s a means to make a living. And because she’s willing to risk her life for mercenary work, her desire for anything valuable can easily get the better of her.

Her unique trait, “Collecting Instinct,” reflects this weakness in-game. Whenever an item spawns on the map, there’s a chance she’ll move up to 4 tiles toward it. So even if your strategy seems flawless, you can’t let your guard down — you’ll also need to account for the unpredictable pull of the Mercenary’s greed.



That was a look at the Mercenary and her abilities and personality. Next time we’ll be moving onto The Jester and delving into his story and playstyle!

Until then, thanks for being with us!
REMORE

[Dev Note] Richard: REMORE's Bridle



Hello, Survivors.

In our last Dev Note, we introduced Georg, the figure at the heart of tragedy in REMORE’s Outer District. Georg plays a pivotal role in the chaos that unfolds in the Guild District. Yet the turning point that escalated the situation was the dispatch of REMORE’s general, Richard.


[h3]Richard: Loyal to the Bone[/h3]
Richard leads the forces sent to the Outer Ward by REMORE’s ruling council. A native of the city, he is defined by his deep pride and unwavering devotion to Remore. The council trusted his loyalty implicitly, sending him to oversee the Outer Ward and keep foreign merchants—including Georg—under control.

Richard did not disappoint. He sought to impose an order that placed Remoreans above all others. From the perspective of REMORE—or from that of any proud Remorean—this might have seemed both reasonable and justified but it was far from right. Putting Remore first inevitably turned into discrimination against outsiders.

As we’ve mentioned before, REMORE has a long-standing bias against outsiders. As a port city connected to the sea, it has endured frequent raids from seafaring marauders. Naturally, those coming from across the waters were viewed with suspicion, and this wariness hardened into a fear of the unfamiliar. For Richard, who grew up witnessing these invasions firsthand, outsiders were never someone to be trusted or treated kindly.



[h3]Richard’s Method[/h3]
Yes, Richard did treat outsiders differently, but he wasn’t openly brutal. Doing that would have caused immediate chaos, so he took a subtler approach—one that made it hard for those being discriminated against to push back.

Under the excuse of keeping “order” in the Outer Ward, he cracked down harder on foreign merchants and enforced the rules more strictly than for locals. Since these actions were technically part of his official duties, outsiders couldn’t protest, yet they still felt the pressure. It was a smart, low-profile way to keep them in check. Over time, foreign merchants lost influence, and REMORE’s native guilds were all too happy to see it.

At the same time, Richard worked on securing this Remorean “order” even further. To keep putting pressure on outsiders, his forces needed control over where they stayed—and ideally, positions that would give them an advantage if conflicts broke out. So he fortified key spots and slowly increased his troop numbers. Eventually, the Outer Ward became more or less a “military zone” under Richard’s command.

Of course, this kind of planning and execution isn’t something one person could pull off alone. Supporting him were three captains, each praised for their wisdom, courage, and loyalty. These knights helped Richard expand his influence steadily and effectively.



Sir Gilbert, famed for his bravery and aggressive tactics, carried out missions boldly at the front lines. Because of this, to Richard and the people of REMORE, he was seen as a reliable shield who stood foremost against the “tyranny” of outsiders, including Georg. Of course, from the outsiders’ perspective, he was far from endearing.

Sir Edmund, a wise knight recognized by all for his wisdom, strategy and keen situational awareness, carefully assessed the conflicts between outsiders and the REMORE people, finding the most efficient ways to empower the REMORE side. He was especially skilled at monitoring Georg and anticipating his insidious intentions.

Sir Fitzwalter, a knight respected for his loyalty to Richard and REMORE, provided great support to Richard, who struggled with the burden of maintaining leadership and control of the people in the outer wards. He protected Richard from the selfish attitudes of the leadership and the various plots and schemes that unfolded.

Thus, from the perspective of “REMORE” thanks to these excellent generals and knights, the situation in the outer districts gradually stabilized. Yet, in truth, it was a crisis on the verge of erupting.


[h3]Deepening Tensions, Igniting Conflict[/h3]
Richard’s actions greatly heightened Georg’s intense wariness. Georg carried a trauma from nearly losing his life due to his own helplessness, so he could never stand by while Richard’s moves harmed his trading guild. The path Georg chose was to form a private army under the guise of “guards.” He built his forces under the pretext of escorting merchant ships and guarding warehouses, eventually amassing a force that could no longer be ignored.

Using this private force, Georg pushed back against the native guilds, which ultimately sparked the Hammer Rebellion. The uprising escalated to a serious level, yet Richard responded very passively, letting the revolt drag on. He expected that the conflict would weaken Georg’s forces and inflict losses on his property.



However, Georg managed to suppress the Hammer Rebellion faster than expected, and the damage he suffered was minimal. Richard’s expectations were off, and Georg was furious that Richard’s forces—who had always oppressed them under the pretext of “maintaining order”—had taken such a passive approach during the rebellion. As a result, the clash between Georg and Richard reached a breaking point.

Amidst this chaos, the Memolith erupted, and the two groups—each fueled by their own hatred—continued their cycle of animosity, even as they became lost in the darkness. For the rest of the story about REMORE’s Outer Ward and its two main figures, Georg and Richard, check it out in-game!



Thanks as always Survivors and see you in the next Dev Note!
REMORE

[Dev Note] Georg: Greed Incarnate



Hello, Survivors!

Continuing on from last week, today I’d like to share the story of the tragedy that looms over the Guild District.


[h3]The Beginning of Georg: From a Gifted Bastard to the Embodiment of Distrust and Greed[/h3]
As we talked about last time, Georg was a merchant from far outside REMORE. Born an illegitimate child to a wealthy merchant family, he never received much love at home. Still, his father recognized his talent and supported him in his own way.

But that “special treatment” soon became a curse. Rumors spread that Georg might be adopted and included in the line of succession. His father, instead of protecting him, chose to watch from the sidelines—believing that if Georg was strong enough to endure envy and hostility, he would prove himself worthy; if not, he could simply be discarded.

The merchant’s wife began tormenting Georg in ways that were cruel and stopped short of scandalous. She gave him putrid food that was barely edible, pressured the servants to neglect him, and insulted him openly. Georg endured it all, relying only on his own abilities. But eventually, she went too far—she tried to poison him.

Only then did the merchant step in. He removed his wife and tried to adopt Georg formally. But the damage had already been done. Years of mistreatment, capped by a brush with death, left Georg with a lasting scar. From that point on, he believed his suffering came from being “weak.” He convinced himself he could never trust anyone, and became obsessed with gaining strength—whether through wealth, power, or influence—to protect himself at all costs.



[h3]Journey to REMORE: Rapid Growth, and What Awaited at the End[/h3]
Georg refused the merchant’s offer to adopt him. He could no longer trust anyone—not even his own father. Instead, he asked to be sent far away from his father’s stronghold, to another city. After much thought, the merchant agreed and sent Georg to Remore, a land still largely untouched by commercial development.

As mentioned in last week’s Dev Note, REMORE was known for its hostility toward outsiders. It was a place where foreign merchants like Georg struggled to establish themselves. The local trade networks were tightly controlled, and merchants from outside REMORE were usually limited to serving as middlemen at best.

Yet once he arrived, Georg combined his natural talent with relentless effort, learning faster and growing quicker than anyone around him. Supporting him in this journey was his guardian, Konrad—another foreign merchant whom his father had asked to watch over him. Konrad had carved out a modest foothold in REMORE through his own resourcefulness. He quickly recognized Georg’s skill and drive, and treated him almost like a son, nurturing and supporting his growth.



During this time, the Church began a massive expansion project. Seizing the opportunity, Georg quickly organized a large-scale freight transport system, and with it, he finally gained real influence within REMORE. His rapid rise drew suspicion and resentment not only from the local powers but also from the central authorities. Yet Georg pressed on, showing a hardline stance by even assembling a kind of “private guard.” Tension steadily grew—until, at last, an incident erupted.


[h3]The Hammer Rebellion: A Tragedy Born of Prejudice and Greed[/h3]
As Georg tightened his grip on REMORE’s markets and bolstered his control with a private militia under the guise of “security,” resentment among the REMORE citizens reached its peak. Worse still, he exploited the craftsmen of the Guild District for his own greed, wielding his influence without restraint. The locals’ hostility toward outsiders, combined with the suffering they endured under his rule, finally boiled over. The craftsmen struck back—through violence.

This uprising, led primarily by stonemasons and artisans, would later be remembered as the Hammer Rebellion. It swept across the entire Guild District, leaving behind massive property damage. Normally, such an outbreak of violence would have prompted immediate intervention from the central authorities. But Richard, who at the time commanded the Inner City district, thought differently. The rebellion was aimed squarely at Georg, and Richard believed the longer it continued, the heavier Georg’s losses would be. Holding little sympathy for the foreign merchant, Richard deliberately responded to the Hammer Rebellion with only minimal effort, letting it rage on.



Meanwhile, although Georg suffered significant financial losses, he had enough guards under his command to suppress the uprising without much difficulty. In the end, the damage remained well within what he could handle. True to his calculating nature, Georg struck back hard after the rebellion, targeting the stonemasons’ and artisans’ guilds that had led the riot. Ultimately, they were forced to submit under his influence.

He also used the central authorities’ lack of cooperation—especially Richard’s indifference during the uprising—as justification to argue for an even greater need for his own private guards. Step by step, he expanded both his influence and his military power.

Thus Georg’s greed only continued to grow, while the prejudice and conflict rooted in the Inner City deepened beyond measure. And then—the Memolith exploded, and the Dark Shroud spread. From that moment, the struggles between Remore’s citizens and outsiders, between the military and the guilds, between Richard and Georg, all began to take on a new form within the darkness.

And it is here, at this turning point, that our band of Survivors first set foot in this district in the midst of turmoil.



Today was a look at the narrative background to the events players will experience during this act.

The rest of the story is something you’ll be able to discover for yourself as you play—so stay tuned!

Thank you once again, Survivors!
REMORE

[Dev Note] The sins of the Guild District



Hello, Survivors.

In today’s Dev Note, we will begin to explore the stories contained within the Guild District of Remore.


[h3]Beginning: Formation of the Guild District[/h3]
REMORE is a city that grew thanks to the power of the light provided by the Memolith. Because of this, order is maintained under the influence of the Church of Sol, and a strong pride in being a REMOREan has taken root. As a port city connected to the sea by the river, resources were abundant. Naturally, the city center came to house administrative institutions based on the Church of Sol, while the riverbanks on the outskirts became home to the Guild District, where production and commerce were centered.

However, being a port city did not come without drawbacks. Because outside forces frequently raided via the river, the people of REMORE developed fear and distrust toward outsiders. Combined with their pride as those blessed by the sun, a deep-seated hatred toward outsiders took hold in REMORE.

Therefore, the early Guild District was almost entirely made up of native REMOREan groups. Examples include the fishing guild that handled catch and distribution through the port, and the crafting guild producing various daily necessities. Though not necessarily wealthy or highly ranked, these guilds formed the middle class of REMORE, supporting much of the city’s market flow and livelihood.

In its early days, the Guild District was stable and centered on the native population. Being relatively close to the central administration’s influence, public order was well maintained. As a result, the Guild District became a lively area with a significant population.



[h3]Change: The Influx of Merchants[/h3]
However, the peace in the Guild District did not last long. As REMORE gradually stabilized and the Church of Sol’s influence grew stronger, the ruling class of REMORE began to pursue better and more extravagant things. They desired more than the stable life REMORE had known so far.

Naturally, the eyes of REMORE’s upper class turned outward. Trade with outsiders gradually increased, and the influx of foreign merchants began. However, due to the deep-rooted hatred and discrimination against outsiders in REMORE, these merchants found it difficult to gain significant influence. The native guilds of REMORE united to enforce a kind of territorial control, and the merchants from outside could only maintain their position rather than expand their power.



The response of the outsider merchants was relatively moderate. They focused on only what was “permitted” to them and avoided provoking conflicts with REMORE’s native powers. In fact, they made efforts to improve REMORE’s discriminatory views toward outsiders and showed goodwill to blend in. Because of this, the guilds formed by these outsider merchants concentrated more on settling in rather than expanding their influence.

However, this fragile peace did not last long. With the arrival of Georg, an outsider merchant who would later come to dominate the Guild District, the order of the Guild District faced a massive upheaval.


[h3]Conflict: The Arrival of Georg, and What Followed[/h3]
Georg, a merchant from abroad who came to REMORE, was both a brilliant strategist and the embodiment of greed. He arrived just as the Church of Sol was beginning a grand expansion of its ornate buildings. Until then, trade through REMORE’s port had been relatively small-scale, which limited the supply of materials needed for construction. Georg quickly identified this weakness and used his unique skills to take control of large-scale cargo distribution in REMORE.

As a result, Georg became a significant power within the Guild District. Naturally, the native factions eyed him with suspicion and unease. But Georg was not the type to stop at mere scrutiny. He aggressively expanded his influence, increasing the tension and opposition among the REMOREans. Eventually, the central authority began to push back against him, sending General Richard.

Richard is a proud REMOREan through and through. He could not look kindly upon Georg’s growing power as an outsider and began openly discriminating against him. For example, he tightened inspections on outsiders, especially Georg’s merchant group, to curb their commercial activities. But Georg was not one to back down. He hired mercenaries to build a private force and responded firmly to the central government’s and General Richard’s attempts to check his power.



Tensions around the Guild District gradually escalated, bringing the two forces to the brink of open conflict—an explosive situation ready to ignite. Soon after, a great tragedy unfolded…

Next week, we will return with a deeper look at the ongoing conflicts in the Guild District.

Until then and, as always, thanks for your patience!
REMORE