[Dev Note] The Road Ahead

Hello again, Survivors!
It’s already been almost a month since we rolled out the Major Update! The Dev team has been closely watching your feedback (with a bit of nervousness, honestly) while also keeping busy preparing the next batch of content.
The recently updated Pleasure District marks the first chapter of the game, and we’re currently deep in development on Chapter 2, Outer Ward, and the final chapter, Inner Ward.
Now, we’d like to give you a quick overview of the general direction we’re heading in and what kind of content you can expect to see next.
[h3]Outer Ward – A New Environment, and a New Experience[/h3]
In the second zone, Outer Ward, you’ll get to see a very different side of Remore compared to the Pleasure District. This chapter focuses on two contrasting areas: the Guild District, known for its bustling trade and manufacturing, and the Military District, which has long clashed with the Guild District by trying to control its merchants. These two zones will be designed to feel completely distinct from one another, both in atmosphere and gameplay.
Each area in the Outer Ward will introduce new enemies with unique concepts and playstyles.
In the Guild District, the enemies are designed around a theme of greed and obsession with gold.
For example, if you throw down a “gold scrap,” enemies will swarm to it to snatch it up. If you try to reclaim an item, they might launch a sudden pulling attack to steal it from you. These mechanics are meant not just to reinforce the district's concept, but also to offer a fresh combat experience that sets it apart from what you’ve seen in the Pleasure District.

Meanwhile, the Military District focuses on a concept of facing monstrous remnants of a once-disciplined army—creatures that have lost all reason and are now driven only by control and order. These enemies wield crossbows, spears, and shields—gear that, until now, only players had access to. True to the feel of an organized army, these creatures grow more dangerous when grouped together, creating powerful synergy that forces players to carefully consider each one's attack patterns.
Just like the corrupted enemies and creatures in the Pleasure District, the enemies in the Military and Guild Districts don’t just target the player—they’re also locked in conflict with each other, fighting their own turf war.
This dynamic is rooted in the narrative of the deep-seated rivalry between the two district leaders before the outbreak. As a result, in Outer Ward, each district will have its own boss, and players will face two separate boss battles throughout the chapter.

We’d love to share more about the story and gameplay of each district, but hey—where’s the fun in spoiling everything right away? We’ll be dropping more detailed updates in future Dev Notes, keeping spoilers to a minimum—so hang tight and look forward to it!
[h3]More Characters and New Memories![/h3]
As of now you can play as Willam the Royal Guard, Edwin the Arbalist, and Duirmuid the Barbarian. But after leaving the Pleasure District, two more characters will join, Becket the Inquisitor and Shadow Sister Mienne, bringing the total to five.
If you’ve been following the Dev Notes, you might remember we’ve had Three More Characters in the works.
[Dev Note] The Mercenary Sinks Her Hooks Into Battle!
[Dev Note] The Nameless Jester
[Dev Note] Caught in the Hunter's trap! Just give up!
The new characters that will join in the Outer Ward come with their own unique story events, and distinct skill sets that show off their unique personality.
This includes the Jester’s mobility, the Mercenary’s battlefield control, and the Hunter’s trap-setting and battlefield preparation abilities—plus, we’re designing combat environments to really highlight these strengths.

Besides adding new characters, we’re also giving the Memory System—a big part of the game’s story—a major facelift.
We’re fixing those UI/UX annoyances people kept pointing out and redesigning things so you can customize each character’s playstyle more the way you want.
Like, the way the [Body Slam] skill could either push enemies farther or turn into a charging attack, depending on how you bound the memory to a character.
On top of that, we’re improving the overall UI look and feel—making layouts clearer, themes stronger, and working hard to include your feedback to make things as smooth and user-friendly as possible.

Since we hadn’t updated the game for a long time during early access because of the big overhaul, we pushed the update as soon as the [Pleasure District] content—showing the new direction—was ready. But honestly, there’s still a lot of room to improve in terms of polish.
It’s not just about fixing technical stuff or tidying things up; we really want to make the core combat feel even better. From what we’ve seen so far, the design hits the mark on being intuitive while offering variety, but there’s still some things to work on—like making the tactical challenge just right.
Going forward, we’re not planning any major changes to the game’s direction. Instead, we’ll focus on making the current version as solid and enjoyable as possible.
We’ll keep sharing updates on where we’re headed as we get closer to the full launch.
As always, thanks for sticking with us!
Thank you,
REMORE