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[Dev Note] Memolith, The Medium of Human Will



Hello again, Survivors!

In last week’s Dev Note, we talked about why and how we’re working to improve and evolve the story of our game.

To sum it up, we shared the direction we’re taking with the narrative to make sure the game’s main theme— “human will”—is clear and present in the gameplay. We're introducing a supernatural disaster in the game’s world, and the story will focus on how human willpower can overcome it.

Last week, we explained our thought process behind the new narrative direction. Today, we want to give you a sneak peek at the actual story we’re developing to bring that vision to life.

Before we dive into the details, we’d like to briefly introduce the "Apocalyptic" setting of the game—the supernatural disaster that’s at the heart of it. We can’t fully explain everything in a short Dev Note, but we hope that when you see these changes, you’ll think, "This is going to make the game so much richer," rather than feeling like it’s a completely different game.


[h3]A New Mystery - MEMOLITH[/h3]
The source of the supernatural in the world of REMORE is a massive monolith that holds human memories. The people of Remore call this mysterious object the Memolith.



These huge, glowing objects, often covered with unknown patterns, are mysterious in origin. No one really knows where they came from or how they were formed. However, those who touch them sometimes experience visions of the memories contained within. The Memolith reacts to the will of the people, enlightening their inner powers. This phenomenon is what gave the Memolith its name.

This effect isn’t limited to just the living. Through the visions shown by the Memolith, it is known that the will or memories of the dead are still present inside, if they were strong enough.

As mentioned earlier, the Memolith responds to a person’s will and helps it manifest. When a person’s positive will is strong, it provides that positive force in the form of light. But if the negative will outweigh the positive, the result can be the complete opposite.

The concept of the Memolith is a clear way of showing human will. It’s also the foundation of the REMORE universe, explaining both the supernatural disaster and how humanity will fight back against it. It forms the core of the REMORE people’s worldview. Now, let’s take a look at how the Memolith changes the way the REMORE world is different from a typical "Medieval" world.


[h3]The Formation of REMORE Society Through Memolith[/h3]
Because of the existence of the Memolith, the people of REMORE were able to form a thriving society under the powerful positive influence of their human will, as long as that will remain uncorrupted. As civilization expanded, more complex and larger cities were formed, and it became clear that the power of the Memolith had limits in how far it could spread for everyone to fully benefit from its blessings.

As a result, the sages of REMORE conducted extensive research and developed a kind of relay system, the "Lightline," to spread the power of Memolith throughout the cities.




The Lightline is a system that can strongly transmit the power of the Memolith to various locations in the city. Each location has a ‘Guiding Pillar’ installed, which acts like a "relay station" receiving power from a power plant in modern terms. Additionally, small pillars have been set up to spread the power of the Memolith to even more places. Each of these pillars contains a piece of the Memolith inside, to help transmit its power.



Through the existence of the Memolith and its efficient use combined with human will, REMORE became an ideal city where anyone, no matter their position, could benefit from the power of the Memolith. Unlike the real-world medieval era, which is often viewed as a time of darkness, REMORE had the power of light, capable of guiding lost children and rescuing those in need, even in the darkest of times.

The presence of the Memolith brought prosperity and abundance to the lives of the people of REMORE. However, they began to blindly trust and depend on this power, forgetting that darkness could eventually seep into it.


[h3]Corruption Comes to REMORE...[/h3]
The people of REMORE didn’t realize that the light of the Memolith, which brought them endless prosperity, wouldn’t always be a constant blessing. Selfishness began to eat away at them, and negativity crept into the Memolith, as they continued to praise their current abundance and followed it blindly. And so, the darkness that slowly seeped in, accumulated and eventually turned into a tragedy…



The Lightline is a system that supports REMORE. Because of this, the people were willing to pay a small cost for its maintenance. However, as their faith became blind, they stopped acknowledging the problems and corruption within the system. Eventually, the system, which was created to help the people of REMORE, turned into a tool of exploitation and oppression.

The people of REMORE gradually began to experience inner darkness and pain, and their troubled minds, corrupted by the darkness, flowed back into the Memolith through the Lightline. And on the day when the darkness finally reached its limit, the First Memolith exploded, spreading its dark influence throughout all of REMORE.



The massive fragments of the Memolith now no longer hold light, but instead bear terrible darkness, lingering within the creatures that suddenly appeared, staining the once shining path of light with darkness. In the end, the disaster that befell REMORE was by the people, arising from their blind faith in the great gift given to them, and their denial of the truth.

Now that the First Memolith, the path of light, and their will have all been lost, is REMORE truly finished? Even so, those who have not lost their will and gathered in hidden places want to rebuild the Memolith and restore the light to reclaim REMORE.

To do so, they must overcome the threat of the dark shroud that thickly blankets the city, gather their strength, and most importantly, figure out how to restore the path of light.

In next week's Dev Note, we will introduce more specific details about the threat of the dark shroud that has descended on REMORE, and how the survivors can struggle to overcome it.

We’ll meet again soon.
Thank you, Survivors.
REMORE

[Dev Note] Completing the Narrative of Remore #1



Hi, Survivors!

In today’s Dev Note, we’re diving into the narrative direction of REMORE.

So far in Early Access, the main storyline has focused on the outbreak of the Infested, the Cultists causing chaos, and the Survivors’ struggle to push through it all. Taking down the Cult leader was where the story wrapped up, but we haven’t really talked about what happens after that—until now.



We launched the Early Access version of REMORE mid-development to share the game’s systems and experience with you as quickly as possible. Our goal was to build an engaging gameplay system and show you what kind of game REMORE is all about. If Early Access was part of the “journey,” now it’s time to push toward the “finish line,” with the narrative also heading toward a complete and satisfying experience.

For us, games are interactive media—something that offers endless possibilities based on player choices. That’s what makes them such a unique and rich form of content. We believe a game should provide an “environment” where players can explore those possibilities, and the narrative plays a crucial role as the foundation that ties everything together.

Today, we want to share some of the thoughts and discussions we’ve had while crafting a narrative that’s not only more fun but also adds more value to the game.


[h3]What’s the Core Theme of Remore?[/h3]
To make REMORE’s narrative even stronger, the first thing we did was pin down the game’s Core Theme. A clear theme doesn’t just make the story more immersive—it also gives us, as developers, a solid foundation to build a more focused and meaningful narrative.

We started by looking at the heart of the game: its “medieval apocalypse” setting. This medieval backdrop represents a brutal and violent time when human civilization hadn’t yet reached its full potential. In this harsh world, the overwhelming flood of creatures is an absurd threat to every living being—an unstoppable force far beyond what humans can handle on their own.

And yet, the survivors in REMORE push forward, overcoming these horrors and finding ways to keep going. In their determination, we see something truly remarkable: the resilience and strength of the Human Will. That unyielding willpower—the force that drives people to defy despair—is the core theme of our game.



[h3]Concern 2: How should Humans be portrayed?[/h3]
The Early Access version already included several elements to highlight the theme of human will. Players had to overcome the threat of death through clever tactics, and the story of Willam, who rises above the grief of losing his wife to lead a group of survivors, showed people fighting against absurd disasters through sheer determination.

That said, there were some missed opportunities where the game system and story didn’t quite work together. For example, characters surviving near-death situations didn’t have much explanation, leaving players to assume it was just because of their strong will. And while the story emphasized Willam’s role as a leader, the game didn’t give him any unique abilities or mechanics to back that up.



Our team sees games as "all-encompassing content"—a medium that offers rich, layered experiences. By "layered," we don’t just mean combining text, visuals, and sound. It’s about creating a space where players actively engage with the game world, experience it firsthand, and even shape it. That’s why, with REMORE, our goal is to merge the game system and narrative into one seamless experience, so players feel like they’re truly part of the world.

With the updates we’re working on, the game’s systems and content have grown a lot compared to the Early Access version. Naturally, the narrative has to grow too, providing a broader and more detailed foundation for everything. As players gain more freedom in how they play, the story and background need to be just as strong to support that freedom. Our goal is for the narrative to act as the “Rules” of REMORE’s world, making players’ actions feel meaningful and tied to the theme of "Human Will." That’s what we’re aiming for in our storytelling.


[h3]Concern 3: A narrative that fits well with our game?[/h3]
Once we had a clear direction for the theme and expression, we got into some serious discussions about the narrative that would support and even strengthen the game’s setting. We went back to the core idea: "medieval people struggling to survive against monsters." From there, we figured out the "why?" and "how?" that would form the foundation of the story.

To answer the "why" behind this tragedy, we realized we needed to explain the monsters' appearance in more detail, since up until then, it was just a given. Even though it meant stepping away a bit from the more realistic, "low fantasy" setting of REMORE, we needed some kind of supernatural trigger for these events. So, we set two main narrative goals: first, the new supernatural setting needed to feel believable, and second, it had to tie into the theme of human will.



The answer to "how" this tragedy can be overcome had to be firmly rooted in "Human Will." The storyline was quickly decided: the despair of human will in the face of a creature apocalypse, and yet, those who did not lose their will completely would eventually regain it and clear the darkness that looms over REMORE. By adding the realism mentioned earlier, we set the direction for the narrative to focus on the relationship between human will and the creature apocalypse.



After all the discussions and brainstorming, we’ve finalized the story of "Overcoming Darkness through Human Will." I get that, based on what we've shared today, there might still be some questions about what exactly the "Human Will" narrative is that we're trying to show.

In the upcoming Dev Notes, we’ll dive into the narrative we’ve planned and how it connects with the game systems. I’m sure as we do, the world of REMORE will start to make more sense.

See you again soon.
Thanks, Survivors!
REMORE

[Dev Note] Reorganising the Weapon System #2



Hey there, Survivors!

In today’s update, we’re diving into another big change in the Weapon System— Weapon Growth!

As we mentioned in [Dev Note] Reorganising the Weapon System #1, Remore is expanding its game content in a big way. With that comes a need for more robust growth mechanics as you progress through the stages. The Weapon System is shaping up to be a major part of this, alongside the new Memory-binding System for characters that we’re working on.

Even in Early Access, Weapons could grow. Back then, we had a “Tier” system that changed a Weapon’s name, look, and basic stats. Plus, each Weapon had its own unique traits, which you could unlock either by using specific Weapons or teaming up with the Blacksmith.



The old system did a pretty good job of showing off weapon growth and personality, but it had its limits since it was designed for the Early Access stage sizes and difficulty. Now feels like the perfect time for a more polished weapon tier system, more diverse weapon traits, and new ways to measure weapon growth.


[h3]Weapon Rarity: A Clear Way to Track Growth[/h3]
Weapon rarity is the revamped version of the old tier system, making it easy to tell how strong a weapon is at a glance. We’ve taken the tier system and made it more detailed and flexible, so weapons can have even more variety in what they can do based on their rarity.

As before, weapons of the same type will still have unique looks and names depending on their rarity. To make things clearer, we’ve tweaked the rarity visuals. Weapon icons and drop name colors now come in white, green, and purple tiers.



In Early Access, higher-tier weapons always had better stats. But now, we’ve switched things up so that weapons can also roll random stats. Plus, the higher the weapon rarity, the better your chances of getting rare traits (which we’ll cover later).

This change moves away from the fixed stats of Early Access, making weapon farming and crafting way more exciting. With all the possibilities, you’ll have tons of options for tactical combos. Right now, in Remore, each run starts with 3 characters and 6 weapon sets. Adding more variety to weapon performance means even more strategies to experiment with—and a more fun, dynamic experience overall.



We’re also exploring the idea of giving high-rarity weapons special skills. And to take it a step further, we’re working on a new “Exclusive” rarity tier. This would introduce completely unique and creative weapon designs, and we’re already brainstorming lots of cool ideas for it.


[h3]Weapon Traits: Unique Features Based on Rarity[/h3]
Weapon traits have been part of Remore’s system since Early Access. These traits can give small stat boosts or big advantages with minor trade-offs, adding more variety and strategy to your weapons.

The goal of weapon traits is to make multiples of the same weapon feel a little different, giving players more options to experiment with. Some traits are especially useful and can even be transferred to other weapons through the blacksmith, Jorgn, letting you customize weapons to fit your playstyle. We think this system has worked really well so far, and now we want to take it to the next level by adding even more fun and depth to traits.

As we mentioned earlier, traits now have their own rarity levels— six tiers, to be exact. Higher weapon rarity increases your chances of getting higher-tier traits.

With six rarity levels, we’re adding a ton of new traits for you to discover. Trait rarity is easy to spot through icons, so between that and weapon rarity, you’ll have a clear idea of how powerful your weapon is at a glance.



[h3]Weapon Quality: A Measure of Real Power[/h3]
Weapon quality is a new stat that shows how strong a weapon actually is. While weapon rarity gives you a general idea of a weapon’s value and traits highlight its unique features (usually tied to rarity), weapon quality is all about the raw numbers—how well it performs in action.

Since quality and rarity are separate, you could find a high-rarity weapon with low quality or a low-rarity weapon with high quality—and they might perform about the same. So, when picking weapons, it’s not just about rarity anymore. You’ll need to keep an eye on quality too if you want the best results!



Weapon quality makes sure the weapons you pick up keeps getting stronger as you move through the stages. As you get to the later stages, you’ll find higher-quality weapons. You can also boost the quality of your current weapons through weapon refinement with the blacksmith, Jorgn. So, even if you're unlucky and don’t get high-rarity weapons, if you keep playing, your weapon quality will still have your back.

Today, we took a look at some of the new systems that’ll make the weapon system even cooler. Ready to get your hands on more diverse weapons?

See you next time!
Thanks, Survivors!

[Dev Note] Reorganising the Weapon System #1



Greetings once again, Survivors!

In the previous Dev Note, we introduced the return of the Blacksmith, Jorge, and briefly touched on the changes to the Weapon system.

Today, we’d like to delve into the upcoming changes to the weapon system that we are working on. Up till now, the weapon system has remained largely unchanged, sticking closely to how it was during Early Access. However, with the addition of concepts like attack and defense attributes, and the need to counter an increasing variety of enemies, stronger and more diverse weapons became essential.

Additionally, with the game’s content expanding significantly, we also need a weapon system that provides a clear sense of growth and progression.(Following details are subject to change.)



[h3]Introducing More Variety: New Weapons[/h3]
Even in Early Access, Remore featured a pretty diverse range of weapons. These included Slashing weapons like Swords, Greatswords, Axes, and Daggers; Blunt weapons like Clubs, Hammers, and Maces; Mid-range weapons like Spears and Glaives; as well as Ranged weapons like Bows and Shields for defense.

As mentioned in the Dev Note, "Slash, Pierce, Stab!!", nearly all attack skills are now assigned attributes such as Slash, Pierce, or Strike. Accordingly, the skills of existing weapons have been mapped to these attributes, and we’ve been going through a lot of testing related to this.

Testing revealed, while there were no critical issues with gameplay, certain situations were difficult to handle with the current setup. Efficiency is a core element of the fun in Remore, so we realized there was a need to fill the gaps in some attack/play styles. This led us to the goal of designing new types of weapons.

For example, the War Scythe, a visually intimidating weapon, is a wide-area slashing weapon designed to cut down multiple enemies at once. It can also hinder enemy movement by slicing at their legs.



The new two-handed Executioner’s Sword is also designed for slashing through multiple enemies, but it is equally capable of delivering devastating damage to a single target. Compared to the existing two-handed sword, the Greatsword, which is characterized by its versatility in balancing both slashing and striking attacks, the Executioner’s Sword is a weapon entirely specialized in slashing, dedicating everything to its cutting-edge prowess.



The Poleaxe is a new type of two-handed axe. While the existing two-handed axe specializes in wide-area attacks, the Poleaxe is a weapon designed for 1-on-1 combat, excelling at taking down a single target with precision. One of its key features is dealing bonus damage to enemies who have yet to take any damage, making it especially powerful in opening engagements or during ambush situations.



The new one-handed sword, Estoc, is a single-handed weapon specialized in thrusting attacks. Previously, there were relatively few melee weapons focused on piercing attacks, despite the frequent need for such tactics in close combat. With the introduction of the Straight-sword, players will now be able to develop more efficient strategies for these situations.



The new defensive weapon, the Tower Shield, is an entirely new two-handed defensive weapon. While it prevents the use of other secondary weapons, it offers a wider range of abilities, allowing for more efficient defense against enemy attacks. Additionally, it enables players to push enemies back with the shield, offering a completely new playstyle that emphasizes battlefield control.



[h3]Streamlined and Refined: Weapon System Overhaul[/h3]
With more weapon types added, we’ve completely revamped the weapon system. We’ve reworked how each weapon functions and made improvements to the progression system.

Even in the Early Access version, you probably noticed how each weapon has its own unique role. For example, when dealing with lots of weak enemies, wide-area weapons like two-handed axes or swords work great to clear them out. But when facing tougher enemies, you can hold your ground with a shield, pushing enemies back to deal collision damage while attacking from behind with spears or bows.

This update is all about making these roles even clearer and more intuitive, giving you more options for fun and strategic gameplay.



To make sure weapon attributes like range, area of effect, and attack types (Slash, Pierce, Strike) are well balanced, we’ve defined specific "Types" for each weapon. We’ve also adjusted weapon functions, so they work well with different enemy types and their attributes.

For example, among one-handed weapons, you’ll have versatile options like the slashing Sword, piercing Straight-sword, and striking Hammer, which can attack from various positions. For two-handed weapons designed to handle multiple enemies, you’ll have the slashing Two-handed Axe, piercing Rake, and striking Two-handed Mace.

While the distribution of attack types isn’t exact, the system is designed to align with enemy types and their strengths, offering players many tactical options with the three characters and six equipment sets available.



Today, we shared a sneak peek at the changes coming to the weapon system we’re working on. Since these updates are pretty big, we’re running extensive tests to make sure the core fun of the game stays intact. We’re confident that the new weapon system will feel even more polished and exciting when you get your hands on it!

Thanks for sticking with us, Survivors—we’ll see you again soon!
REMORE

[Dev Note] A stroke of inspiration! The blacksmith returns!



Hey there, Survivors!

In today’s Dev Notes, we’re excited to share something new we’ve been working on—the revamp of the Blacksmith System!


[h3]Jorgn: The OG from EA[/h3]
Since the Early Access days, Jorgn has been holding down the fort in the hideout. He’s probably one of the first NPCs you ran into, and he’s been your go-to guy for Weapon Upgrades and Repairs.



Jorgn’s all about giving players a sense of growth through weapon upgrades, making him a big part of character progression in Remore. Alongside leveling up and gaining traits, he’s been one of the main ways to feel your character getting stronger.

The Blacksmith System also added more depth to scavenging. It wasn’t just about finding survival essentials like food anymore—it gave you a reason to dive deeper into dangerous areas, hunting for better weapons and the materials to craft them.

At one point during development, we actually took the blacksmith feature out (!) for a while. Part of it was to better sync character growth with levels and traits, but mostly it was to shift the focus of the game from scavenging to tactical combat, making things way more intense and exciting.

In the end, this helped us nail down character growth and build a solid tactical combat-focused structure. As we mentioned in[Dev Note] Faster Battles! More Rewards!,the faster pace between battles and resting really kept the tension alive during expeditions.



On the flip side, we ran into a problem: scavenging during expeditions started to feel less exciting. We’ll go into more detail in future Dev Notes, but a major change to how memories are tied to characters made memory acquisition a core part of the game. This naturally narrowed down the range of items you’d hunt for.

Another challenge was balancing difficulty and character growth. Having all growth tied directly to the character made things feel a bit one-dimensional. Sure, there are plenty of ways to customize how your character grows, but it was hard to ignore the feedback that focusing everything on just one aspect left something to be desired when tackling tougher stages.

That’s why Jorgn is making his big comeback—this time with a shiny new weapon system and some cool upgrades!


[h3]Jorgn’s Back: The Blacksmith Who Levels Up with You[/h3]
The old blacksmith system had its limits, mostly because of how the weapon system worked. The idea was to let you enhance weapons, add traits, and upgrade their tiers so you could handle harder stages. But with only a few upgrade levels and not much need for them compared to the number of stages, the system felt a bit dull.

Now, with more stages, more finely tuned difficulty levels, and more reasons to grow, Remore is in a totally different place. Even with a revamped blacksmith and weapon system, tougher challenges are waiting ahead.

We’ll cover the updated weapon system in future Dev Notes, but today, let’s focus on what’s new with Jorgn.

The biggest change? Jorgn now Levels Up! Every time he works on a project, he earns experience points. As he levels up, his blacksmithing skills get better and better.



When you first meet Jorgn, only the dismantling feature is unlocked. This lets you break down those ok weapons you find during expeditions and turn them into materials for crafting better ones. Plus, every time you dismantle a new weapon, Jorgn gains blacksmithing experience and adds that weapon’s recipe to his memory.

Once he hits Level 2 and unlocks weapon crafting, Jorgn can start making weapons in three stages. With each stage, the weapon gets closer to completion, depending on his skill (and a bit of luck).



[h3]The Blacksmith’s Brilliant Inspiration![/h3]
So far, Jorgn hasn’t changed much, but we’re adding something new— “Blacksmith’s Inspiration”—to spice up weapon crafting.

Now, Jorgn can have a burst of genius while crafting, and when that happens, the weapon turns out at a higher tier than expected. This means the weapon will be way stronger and more efficient than the usual ones you find on expeditions.

If you craft a weapon that really gets Jorgn’s intuition going, the chances of this inspiration kicking in go up even more. This means you’ll have a higher chance of crafting deadly weapons and can bring even more variety to your expeditions!



On top of that, the blacksmithing features are still getting updated in tons of cool ways. Get ready to see more of Jorgn’s inspired work!

That’s all for today, we’ll catch you again soon.
Thanks, Survivors!!
REMORE