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[Dev Note] Stage Narrative : The Red Lady



Hello, Survivors!

In the last Dev Note, we introduced some new gameplay content.

Today, we’re shifting back to the narrative to explore the stage design that conveys the dark atmosphere looming over REMORE.


[h3]The Saint’s Statue in the Pleasure District[/h3]
The tragedy that struck Remore manifested as the Dark Shroud. However, long before its emergence, corruption had already spread throughout society. The Pleasure District, in particular, had become twisted and decayed.

It wasn’t always this way. An example of this transformation is the statue we introduce today—The Red Lady, a monument that once symbolized sainthood.

Now standing at the center of the downed square, the statue is now known only as The Red Lady, its original name and purpose forgotten by most. One of its hands extends outward, offering spiritual solace, while vibrant red flowers twist around her body. Before corruption took root in the Pleasure District, this square was a quiet sanctuary—some even called it sacred. People would come here to lay offerings at the statue’s altar, seeking blessings.



As time passed and the area became known as the Pleasure District, the story of the saint’s statue began to twist. The hand that once offered sacred comfort was now seen as an invitation to indulgence. The altar, where offerings were once placed with reverence, turned into a street-side stall where people poured wine and laid blood lilies, hoping for pleasure instead of blessings. And so, the statue took on the crude and distorted name "The Red Lady", straying far from its original meaning. The square itself was eventually named after it.

The statue’s true significance was completely forgotten—warped beyond recognition. Some say it depicts a saint who governs physical pleasure. Others claim it is a statue of Olivia, the one who ruled the Pleasure District until the Dark Shroud arrived. But to them, the statue’s real identity doesn’t matter. With every retelling, its meaning drifts further from the truth.

A nun from the Order of the Shadow Sisters (Worshippers of the Sun), now mistaken for a prostitute, secretly kept an eye on the square mourning what had become of the once-sacred statue... its altar being defiled with spilled liquor and blasphemy. And yet, she remained composed, searching for a way to bring judgment upon the sinners.


[h3]The Vile Desires Rooted in the Plaza[/h3]
Before the Memolith explosion, The Red Lady square was a thriving center of the Pleasure District. As a result, the area is littered with remnants of human corruption and sin.

One such place is the Blood Lily Den, where visitors indulged in substances derived from blood lilies. Shelves lined with vials of the elixir stand near the walls, alongside long pipes, braziers, and other paraphernalia used for consumption. Shallow, wide beds are scattered around for patrons to recline as they drift into intoxication. Given that the Pleasure District catered mostly to the upper class, the den has a somewhat refined appearance—at least compared to the filth found elsewhere.



The Vanity Tables were where prostitutes prepared themselves—applying makeup and changing outfits between shifts. These tables are neatly arranged, with bottles of perfume and various cosmetics scattered across their surfaces. Deeper inside, however, lies a more "secretive" area, catering to those with particular tastes.

A far darker and more unusual place, the Masochist’s Den serves as both a workspace for prostitutes and a chamber for more extreme desires. While it features beds and dimly flickering candles that set an intimate mood, it is also equipped with something else—chains, restraints, and instruments of pain. It is a grim testament to the depths of human depravity that have taken root in REMORE’s Pleasure District.



The Tavern was primarily a place where patrons socialized and arranged meetings with prostitutes. Though now littered with shattered bottles, it was once filled with the scent of food and alcohol, drawing in crowds from the streets. But deep within the tavern lies a Hidden Room—a place of secrecy.

The Order of the Shadow Sisters have been keeping a close watch on this area, recognizing it as one of the deepest roots of the Pleasure District’s corruption. And it was in this very hidden chamber that they held their secret gatherings. Here, they exchanged information on the district’s activities, their reports scattered across the dimly lit room, whispering of the darkness lurking within.



The Red Lady square lays bare the depth of REMORE’s descent into corruption before the Memolith explosion. As you explore REMORE, you’ll encounter these spaces and naturally experience the stories they hold, gaining a deeper understanding of this world.

We’ll be back with more exciting updates in the next dev note.

Until next time,
Thank You, Survivors!
REMORE

[Dev Note] Resist Enchanment!



Hello there, Survivors!

Last time, we talked about how a Blister’s corpse can bring new threats and strategic opportunities to the game.

Today, we’re diving into a mechanic that you may have come across before—but now it’s back with even more tactical potential: Charm.


[h3]Charm – Looks Harmless, But Packs a Punch[/h3]
Charm is an enemy attack type that’s been around since the test versions after Early Access. You’ve probably run into enemies like the Harlot or the Petal, who love using Charm to throw your team into chaos.

These enemies aren’t strong in terms of raw attack power or defense, but don’t underestimate them. If they land a hit—or sometimes when you land a hit on them—they can inflict Charm, which makes your character completely helpless until they either take damage or a turn passes.

What makes it even trickier is that Charm attacks usually hit multiple targets at once. Rush in carelessly, and you might find half your Survivors stuck, unable to move—standing helplessly in the path of a devastating follow-up attack.



Charm was designed as a gameplay mechanic that reflects the narrative and intended player experience of the upcoming district. Set in the dazzling yet ominous Red-Light District, it highlights the Survivors' determination as they resist the deadly allure of hostile people and the horrific creatures that lurk within...

But we wanted to take it a step further. Rather than just being a simple Status Effect, Charm now comes with a unique twist, offering new narrative depth and strategic choices as you progress through the district.


[h3]Charm Rework: Is the Enemy of My Enemy... Truly an Ally?[/h3]
Before, Charm was pretty simple—it’d disable your character, but getting hit would snap them out of it. That meant you could quickly shake it off with a bit of damage and carry on.

But with the Pleasure District setting in mind, we figured, why not make Charm more interesting?
Now, Charm doesn’t just disable your character—it actually turns them into an enemy for a bit. So, if an ally is Charmed during the enemy's turn, they might start attacking the other Survivors!

The good news? Since they count as an enemy while Charmed, you can attack them to break the effect and hopefully get them back on your side.



This kind of change might be a bit more fitting for the "Emotional" side of things, adding to the "Charm," but it’s still quite a stretch from offering a truly diverse gameplay experience. It’s really just the difference between becoming uncontrollable at that moment or directly threatening your own team. Characters under the Charm effect don’t just see allies as enemies but also consider creatures targets too. So, a character in a Charmed state might actually attack the creatures in certain battle situations.

Taking advantage of this, it’s become possible to make tactical choices where sometimes getting Charmed could even lead to greater benefits. Of course, it’s hard to perfectly predict the movements of a Charmed character, so any tactics that use Charm should always be done so with caution.



[h3]Another Use for a Stone – A Good Hit Will Snap Them Out of It![/h3]
In the last Dev Note, [Strategic Strike: Blister's Corpse]we mentioned the humble throwing Pebble which you can use on expeditions. Well, it’s actually pretty great for breaking Charm too!

One of the things mentioned earlier is that the stone deals "very little damage." This wouldn't really be useful as a weapon, but it's perfect for waking up an ally who’s zoned out. As the expedition goes on, your allies get stronger, and resources like TP and WP become more valuable. So, if you go and attack a Charmed ally using WP or whatever to snap them out of it, they’ll take heavy damage, and you’ll lose a valuable attack chance. But with a Pebble, you can get them out of Charm more easily and efficiently. After all, when someone’s out of it, a gentle rock works wonders!



Well, we hope you found today’s Charm update interesting! We’ll be back with more cool updates in the next dev note.

Catch you later, Survivors!
Thanks as always!
REMORE

[Dev Note] Strategic Strike : Blister's Corpse



Hey there, Survivors!

First off, thank you all for the amazing support on our last Dev Note! Your excitement about the narrative direction and setting of REMORE has given our team the drive to keep pushing forward and make the game even better.

Today, we’re bringing the spotlight back to the gameplay and introducing a new strategic element! But don’t worry, it’s not something completely new. In fact, it’s a familiar feature from the Early Access version that might feel like an old friend. So, without further ado, let’s talk about the latest addition to REMORE: a new way to use the Blister enemy!


[h3]Blister – An Enemy is Sometimes Your Best Weapon[/h3]
Blisters have been around since Early Access. They’re like walking bombs—defeating one causes a big explosion that deals massive damage to everything around it, friend or foe. So, you always had to be careful to avoid getting caught in the blast, while also trying to use it to take down enemies.

Blisters are pretty tough, but they have a special trait: if they take collision damage, they’re instantly killed no matter how much HP they have left. This opens up some cool strategies—like using push or pull skills to knock the Blister into a group of enemies and set off an explosion without getting too close. Pull it off right, and lay waste on the battlefield!



But at the end of the day, Blisters are still enemy units—they detect allies, move around, and take different positions just like any other enemy. That made using them strategically pretty tricky. This was an intentional design choice, but in truth—their unpredictable movement could be frustrating, both for players trying to plan around them and for us as designers trying to balance their impact.

So, in order to keep the same joy of using Blisters while making them a bit more predictable, we’re introducing a new strategic object: Blister’s Corpse!

[h3]Blister’s Corpse – Same Explosive Power, More Tactical Depth[/h3]
If we break down what makes Blisters special, it comes down to two key things: They explode on impact, no matter how much HP they have left. And secondly, their explosion deals heavy damage to both enemies and allies nearby.

Collision damage has always been a core mechanic in Remore, and there are plenty of skills designed to trigger it. But not every character has access to those skills in every situation. As the game evolves—with more character variety and longer expedition runs—collision-based skills become more limited, making it harder to consistently use Blisters as planned. This naturally led to some tactical frustrations.

That’s where the Blister’s Corpse comes in. This new object can be found scattered about the explorable areas. While you can’t interact with it outside of combat, once a battle begins, it becomes a valuable tactical tool that can turn the tide in your favor.



A Blister’s Corpse has just 1 HP—meaning that any kind of damage will destroy it. And when it’s destroyed, it triggers the same effect as a regular Blister’s death: a massive explosion that deals heavy damage to everything nearby, both enemies and allies. In simpler terms, it’s basically a Blister bomb that can be set off by any attack, not just collision.

Because of this, whenever you’re fighting on a map with a Blister’s Corpse, you’ll need to carefully plan around its position—and your enemies’. If your character is standing near it when enemies start noticing you, chances are they’ll move in and surround the area. Blowing it up right away could hit a bunch of enemies at once, but it might also put your character in a dangerous spot.

On the flip side, if a more mobile character takes on the role of bait, you could lure enemies toward the Blister’s Corpse, then quickly reposition before setting it off—leaving the enemies to take the full brunt of the explosion while your team stays safe.



[h3]Pebble – A little rock that sets off a huge explosion[/h3]
Around Blister’s Corpses, you’ll often find a new consumable item: the Pebble. It’s a simple little rock you can throw for a tiny bit of damage, with no cost to use. Think of it like a super weak version of a bow or a throwing knife—it's not great for actual damage, but they’re all over the place, so you can use ‘em freely without worrying about wasting resources.

Now, here’s the trick: since a Blister’s Corpse explodes the moment it receives any damage, you don’t need anything fancy to set it off. Even a single Pebble will do the job. Sure, you could use weapons, skills, or other consumables, but pebbles are so common that they’re basically the cheapest, easiest detonator you’ll ever find.



To give you a richer and more tactical gameplay experience, we’re working on a bunch of new objects, like the Blister’s Corpse we introduced today. We’ll be sharing more cool stuff in future updates, so make sure you don’t miss the next Dev Note!

Catch you later, and thanks again, Survivors!
REMORE

[Dev Note] Against the rising darkshroud, memories bound



Hey there, Survivors!

In our last Dev Note, we talked about how our game’s narrative is evolving and gave a quick rundown of the key elements. If you haven’t checked out the part about the Memolith, the core of the EMORE universe, and Lightline, the vital network that keeps its society running, take a moment to revisit
[Dev Note] Memolith, The Medium of Human Will, before diving in!

Today, we’re following up on that by looking at how the Darkshroud has affected REMORE and what the Survivors need to do to overcome it— this time with a stronger focus on gameplay.

[h3]The Rising Darkshroud[/h3]
When the first Memolith was engulfed by darkness, it exploded, scattering huge fragments that corrupted the Lightline and cast shadows over all of Remore. This marked the start of the Darkshroud, slowly consuming everything in its path.

Since the Memolith reacts to human will and helps bring it to life, the fragments—now tainted by overwhelming negative emotions—took the form of the Darkshroud, causing suffering to those it touched.

When the first Memolith still carried hope, it gave humanity light. But now, that light has been snuffed out by the Darkshroud, drowning Remore in darkness. Trapped in this suffocating gloom, people lose their way, wandering aimlessly.

And it gets worse. The Darkshroud doesn’t just make it hard to see—it slowly eats away at human will and memory. Over time, those caught in it begin to change. Some turn into Corruptors, lashing out in confusion and malice as their minds fade away. Others lose themselves entirely, becoming monstrous creatures that hunt the remaining survivors.



As Survivors explore the dark world of Remore, they need to be careful not to stay in the Darkshroud for too long. If they do, they’ll slowly lose their will and could eventually get completely consumed by it. That’s why they need to gather as much as they can to help restore REMORE, then head back to their shelter at just the right moment.

The Corruptors and creatures they’ll face are all enemies, but there’s still a difference between those who have kept a bit of human will and those who’ve completely lost it. If both groups are in the same area, it might be a smart move to hang back, let them fight it out, and grab the opportunity to take advantage of the chaos.


[h3]The Light Tracker: A Compass to Restore the Lightline[/h3]
To bring light back to Remore, which has been consumed by the Darkshroud, the Lightline must be rebuilt. Specifically, instead of relying on the original Memolith that exploded and scattered, Survivors will need to use the Memolith pillars found in their shelters to create a new Lightline system.

In order to restore the Lightline, they’ll need to reclaim the relay devices and guiding pillars that once spread the Memolith’s power throughout the city and streets. These guiding pillars, now eroded by the Darkshroud, have lost their light and function. If the guiding pillars can be reactivated, at least for a time, they’ll bring light back to those areas.

The key tool to help guide the Survivors in this process is the newly introduced Light Tracker. Originally, the Light Tracker was used to measure the guiding pillars, ensuring they were receiving the right amount of human will from the Memolith and fixing any issues that arose. While the Light Tracker is a mysterious and powerful tool capable of influencing the Memolith’s power, it was primarily used to maintain the Lightline before the first Memolith exploded.



After the light disappeared and the Darkshroud settled over Remore, the role of the Light Tracker became crucial in restoring the Lightline and reclaiming the world. The Light Tracker is essential for finding the location of the guiding pillars hidden within the thick fog and purifying them.

Survivors set out on expeditions with the Light Tracker, following its guidance to locate the pillars that need purification. Along the way, they must face the Darkshroud and enemies, purifying the pillars one by one as they go.



Furthermore, the function of the Light Tracker now needs to be used to intervene within the human mind. Just as the Memolith responds to human memory and will, it’s possible to intervene in the human psyche using the power of Memolith. This was a secret piece of knowledge that had been passed down quietly and wasn’t needed until now. However, as Survivors set out on their expeditions, they must now harness the full power of the Light Tracker to overcome the Darkshroud and face off against the Corruptors and other creatures.

[h3]Scattered Memories, The Binding of Memolith Fragments[/h3]
When the first Memolith exploded, not only did massive fragments scatter, but smaller shards of also spread throughout Remore. These fragments contain parts of the intense memories that the original Memolith held.

During their expeditions to purify the guiding pillars, Survivors will discover these MEMOLITH fragments and bring them back to their shelters. Using the power of the Light Tracker, the memories contained in the fragments are bound to the Survivors setting out on expeditions, granting them new strength and abilities.

Since the ability to intervene within the human psyche through the Light Tracker is a delicate function that can only be handled by the priests who have passed down knowledge related to the Memolith, the binding of memories can only happen within the shelter. Despite this limitation, it becomes an essential tool for Survivors to recover the memories of others or their own, helping them regain the strength needed to overcome the Darkshroud.


(on Development, can be changed later on)

So, to sum it up, the journey to bring light back to Remore is all about Survivors gaining strength from the memories in the Memolith fragments, purifying the guiding pillars, and restoring the Lightline to defeat the Darkshroud. Along the way, it’ll be your will and wisdom as Survivors that will guide the way.

That’s the gist of Remore’s narrative in this week’s Dev Note. You’ll get to experience it more directly through gameplay, and we’re getting everything ready to make that happen.

We’ll see you again soon.
Thanks, Survivors!
REMORE

[Dev Note] The Enemies Swarm In!



Hello, Survivors!

Last time, we took a deep dive into how our game’s narrative is evolving.

But before getting further into story elements, let’s take a moment to check out an unsettling new change coming to Remore—the way Enemies move!

If you've played Remore up to this point, you know that one of the most tense moments is getting spotted by an enemy, only to see more and more of them closing in. They don’t just rush you all at once—they creep in, surrounding you little by little, until you realize... you’re in big trouble. Honestly, this might be the moment Remore came closest to being a horror game (in spirit, at least!)



This kind of pressure really fits with the sense of hopelessness we wanted for the Survivors in our apocalyptic world. But from a gameplay and UX perspective, we had to rethink things a bit.

If there aren’t too many enemies, it’s fine to take your time thinking through strategies and waiting for your turn while they move. But if there are way more enemies than you expected, especially ones coming from far away, all that movement time can slow down the game and make things feel like a slog.

In Remore, running into enemies isn’t something you’re trying to avoid—it’s a key part of the experience that you’ll have to face and overcome. So, if every encounter slows things down too much, it could mess with the tension we want to build.

The fix, though, turned out to be pretty simple. We found a way to speed up enemy encounters while still keeping (and even boosting) that feeling of being surrounded by tons of enemies.



Now, when you run into enemies, they’ll all move “at the same time” to trap you. The sight of tons of enemies moving together in sync makes the upcoming battle feel more intense and threatening. In a flash, their turn will be over, and you’ll be left scrambling to come up with a strategy to get out of there.

We ran into a few development challenges along the way, but this small change really helped take the emotion and gameplay to the next level. We're happy with how the change impacted the game and we’ve got even more updates planned that may seem small but will make a big difference in how the game feels.

We’ll be back next week with more cool updates.

Thanks for hanging in there, Survivors!
REMORE