[Dev Note] January Memolith Fragments

Hello, Survivors!
Welcome to our first Dev note of 2026.
We want to begin by stating that when a survivor commented on our last month's Dev note that "it seems like it's finally coming together as a game.”, we were ecstatic!
The fruits of our labor are slowly finalizing!
This month, we'll be looking at weapons, another key aspect of the game alongside “Memory Binding!”
[h3]A Comprehensive Overhaul of the Weapon System, Including the Blacksmith[/h3]
The current version of the Blacksmith system randomly determines the rarity and grade options of a weapon when crafting a specific type of weapon.
This is a system designed with the belief that the joy gained from achieving good results based on random probability is great, and that this direction is especially suitable for the concept of a ‘weapon handcrafted by a blacksmith’ rather than manufactured in a factory.

However, since the game progresses linearly rather than in a roguelike style, there were many feedback that the “discomfort of getting a bad weapon” was greater than the “joy of getting a good weapon” because there were not many attempts to create a single weapon.
So, we had to consider one of two approaches.
- By creating a route that allows players to repeatedly obtain crafting materials such as iron ingots, wood, leather, oil, and glue, and make the fun of ‘repeated farming and crafting’ even more enjoyable.
- Removes the possibility of random probability intervention from the blacksmith system and focuses on the fun of ‘the weapon’s grade gradually increases as the game progresses and the number of available weapons increases.
The upper identity of the game we've designed so far is seen as being 'the fun of gradually overcoming difficulties through strategy and tactics' rather than 'the fun of repetitive farming', and so we chose the latter - that is, eliminating random probability.
Under the revamped weapon system, the concepts of ‘quality’ and ‘additional options’ for weapons will both disappear, and in the early stages of the game, you will engage in battles using only Tier 1 (white) weapons, but as the game progresses, you will gradually upgrade to Tier 2 (green) and Tier 3 (blue) weapons.

During this process, Tier 1 weapons may be used as crafting materials for higher rarity weapons, and certain weapons may only be obtained from weapon racks during expeditions, rather than through blacksmithing.
To get all the weapons, you'd essentially have to light up every pillar in the city, which we felt was more in line with the current gameplay and atmosphere of the game than "repetitive farming."
Additionally, as we've simplified the weapon system, we've also sought to create more powerful changes when obtaining high-rarity weapons. Major stats like "Attack Power" will change significantly, and sometimes weapon skill bonuses will even become more powerful.
[h3]Introducing Unique Grade Weapons: Hot and New![/h3]
On the other hand, completely new weapons that do not follow the existing weapon systems are also being prepared.
The basic weapon system is based on the cold weapon system of ‘sword, spear, axe, heavy weapon, shield’ and has a tight design to consider the game’s balance, but sometimes there are things that break the balance to create a unique flavor.
‘Shovel’ on the current version is a weapon that has attempted a somewhat unique approach, but we wanted to create something even more special.

This is the hand cannon concept weapon we absolutely wanted to create. While a real hand cannon would likely be unsafe if fired in such rapid open fire, the concept is that the craftsmen at Remore went through a whopping 42 prototype processes to successfully create this lethal weapon.
However, while this Prototype #42 is extremely powerful, its durability is extremely low. Please understand that it is still a prototype. For now, the primary weapon in this world is the cold weapon.

It would be a shame to only give fun to ranged weapons. This "Black Anchor" is a teleportation weapon(!) that can be thrown on the ground and instantly teleported to that location. It deals powerful damage proportional to the character's Fortitude stat to any enemies it collides with during its travel.
Unlike the basic system weapons, these unique weapons can only be obtained by fulfilling special quests and other conditions.
Although it's tricky to use, we've also prepared a custom build that can be used by combining specific memories to create powerful synergies, so we can't wait to see you all enjoy it after the update.
[h3] Powerful Enemies in the Military District [/h3]
If your expedition members become stronger with new weapons, the threat from your enemies should also become stronger to make the game more fun, right?
In previous Dev notes, we mainly introduced enemies from the 'Guild district' among the monsters of the Outer Ward district, but when you move to the 'Military district', you can meet Corrupted with different behavior patterns than before.
They use weapons that Remore's soldiers used in their lifetime, and they display a kind of 'group action', demanding difficult strategies.

The "Shielder" displays a pattern of absorbing attacks from other nearby Corrupted, much like the passive skill of "Royal Guard Willam." This requires countermeasures, such as first drawing out adjacent enemies with a pull attack or completely wiping them out with a wide-area attack.

The "Bolthead" provides support fire to keep enemies under control when attacked by other Corrupted. If you eliminate them in advance or neglect your defense, dire consequences await.

When attempting to approach these threatening enemies, the " atchspear" will disrupt your movement with " uarded Thrust." Avoid their range by approaching from a diagonal angle, or eliminate them from a distance.

If you stall because the enemy's patterns are tricky, dangerous consequences may await as the allied buffs used by the 'Banner Wretch' accumulate.
In this way, the enemies in the Military district were designed with the concept of "the more they gather, the stronger they become." I think this design is quite satisfying, as it allows for a different tactic than the monsters we've seen so far!
[h3] Richard, Ruler of the Military District [/h3]
In addition to Georg, the leader of the Guild District, the Outer Ward district also contains General Richard, who commanded the entire Military district. Defeating both leaders will allow you to advance to the Great Basilica, the final district and the repository of the first Memolith.
Richard, once a general, has now mutated into a terrifying, liquid monster of sorts. With such bizarre patterns, he'll present you with yet another challenge.
We'd like to leave the detailed patterns for survivors to explore on their own, so we'll briefly show you the signature motions and key features that the art team poured their heart and soul into preparing.

Richard's Core resides within a slimy Richard’s Body, within which he dodges attacks. If you inflict damage on his body and land a single attack, he will collapse, becoming " Vulnerable."

However, as the attack continues, Richard will jump significantly while spilling ‘Slime Wall', pouring liquid saturation from an unseen space off-screen.

Richard, jumping, traps an ally, placing them in a "Restrained" state. If you fail to quickly attack and rescue them, your ally may die instantly, unable to breathe.

In addition to the monsters in the Military district, Richard exerts pressure by manipulating his direct subordinates, who have been transformed into "chess pieces." He must leverage their abilities to overcome the crisis!
This concludes this month's Dev Notes for now.
Every time we post, we are torn between wanting to show the game's evolution and worrying that this might diminish the fun of discovering new aspects in the actual game.
However, we ourselves have different feelings when we create a concept during the design process and when we actually play it, and there is a new flavor to the fun of ‘actually experiencing something you already know,’ so we will try to maintain the direction of showing as much as possible to those who read the Dev notes, as long as it does not contain too many spoilers.
Well, we’ll see you again next month with more new content!
Thanks, Survivors!
REMORE