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[Dev Note] Inquisitor: Come, darkness! — for in faith, there is no fear.



Hey there, Survivors!

In our recent Dev Notes, we talked about the bigger picture—like the game’s systems and narrative—focusing on the core elements that define our game. A lot has changed, and we’re hoping all these updates help make REMORE a richer, more compelling experience. We're really looking forward to your thoughts and reactions!

Today’s Dev Note is a bit more specific—something that might feel more immediate and intuitive to you as players. We’re talking about the rework of the playable Survivors.


[h3]The Background Behind the Playable Survivors Renewal[/h3]
As we shared in a previous Dev Note, all Survivors are being upgraded. Each one has been reimagined with their unique personality in mind, making them more compelling—not just in terms of narrative, but also in gameplay.

Since then, we’ve made a number of exciting changes to both story and systems, which meant our playable Survivors had to evolve alongside them.

Narratively, the world of REMORE has expanded dramatically. It's now richer, more detailed, and grounded in the societal issues that existed before the tragedy that now consumes it. With this deeper worldbuilding, every Survivor needed a clearer, more defined role in the pre-disaster world. While each had a backstory during Early Access, we felt they deserved more—more depth, more nuance, and a stronger connection to the world around them.

Gameplay-wise, REMORE has undergone a significant transformation. Stages are now smaller in scale but far more numerous, leading to faster-paced, more frequent combat encounters. Exploration and Free Movement now play a much bigger role in the core loop. We’re also introducing new systems like Will and Memory Binding, both of which deeply affect how Survivors are set up before heading out on Expeditions.

Because of all this, the flow of combat—from preparation, to positioning, to the battle itself—has changed in meaningful ways. That meant we needed to revisit and overhaul each Survivors’ core stats, skills, traits, and growth paths to make sure they feel right within this new structure.



Of course, we’re not abandoning the core ideas behind the playable Survivors we introduced earlier. Their concepts were carefully designed to feel grounded and authentic within REMORE’s medieval-apocalypse setting—both narratively and in gameplay. Rather than tearing those foundations down, the changes we’re making are meant to build on and strengthen them. We believe staying true to those original visions is essential to preserving both the Survivors’ narrative weight and the game’s overall identity.

With that in mind, we’re excited to reintroduce the heroes of REMORE, now in their newly refined forms. And today, we’re shining a light on one of them—a figure we briefly mentioned in a past Dev Note: The Solemn Arbiter, The Inquisitor.


[h3]Inquisitor Becket[/h3]
Before the Memolith explosion, Becket was a devout enforcer of the Church’s will—a judge who delivered righteous punishment to those who turned away from the Light. To him, the Church’s doctrines weren’t just teachings; they were natural law, divine truth, and the very framework of the world. Upholding that order through relentless judgment was his sacred duty.

But Becket isn’t some cold, unfeeling tool of the Church. His faith isn’t blind obedience—it’s a conscious, deliberate choice. He accepted the Church’s teachings as his own moral code, and so every sentence he delivers is not only the Church’s will—it’s his own. To Becket, heresy is more than rebellion. It’s a blemish on the world that must be purged. And he carries out that responsibility with unshakable pride and conviction.



As the Church’s hammer of judgment, Becket held a position of great respect within the order. Naturally, he had subordinates who served alongside him—people he trusted deeply and treated with dignity. His strict adherence to doctrine often made him seem harsh, perhaps even inflexible, but never out of cruelty. His rigidity came from a place of deep conviction and an unshakable sense of duty.

It’s likely that this very devotion is what made the loss of the Memolith—and the chaos that followed—so profoundly devastating for him.


[h3]A Guardian of the Church, On a Journey to Restore the Light[/h3]
Before Willam, Edwin, and Diurmuid discovered the Hideout and joined the resistance, Becket had already reunited with Scribe Giuseppe and returned to the ruined, creature-infested streets of REMORE. His mission was personal and solemn: to recover the remains of his fallen comrades—no matter how disfigured—out of respect and remembrance. This is why, when the other Survivors first gather at the hideout, Becket is nowhere to be found.

Unlike Becket, Giuseppe’s faith had evolved. Rather than grieving the destroyed Memolith, he sought to collect its scattered fragments and rebuild it—hoping to restore the Light to REMORE in a new form. For Becket, who had placed his unwavering faith in the original Memolith and the doctrine of the Church, Giuseppe’s vision may have seemed misguided. Even so, in the wake of the catastrophe, Giuseppe knew one thing for certain: they couldn’t survive without Becket’s strength. And so, he asks Willam, Edwin, and Diurmuid to go find him.

While exploring the world, players may spot Becket moving with purpose through the ruins. If you follow him, you’ll discover him surrounded by enemies, risking his life to recover the remains of his fallen subordinates. After fending off the corrupted and clearing the area of creatures, you’ll light a guiding pillar together to bring brief peace to the chaos. Only then does Becket finally speak to you.

From that moment forward, Becket—the resolute Inquisitor—joins your party as a playable Survivor, ready to carry out his solemn mission at your side.



[h3]A Memory Shining in the Darkness[/h3]
As the Expedition continues and pieces of the Memolith are bound together, Becket slowly begins to recover the fragments of his faded past. Through this process, the convictions he once held start to take clearer, more defined shape.



[h3]REMORE: A Pit of Corruption and The Loss of Faith[/h3]
REMORE had descended into a pit of corruption, a place where humanity’s darkest shadows festered so deeply that it ultimately triggered the catastrophic explosion of the Memolith. In this fallen world—one that had turned its back on both faith and humanity—Becket, a devout Inquisitor, found himself weighed down by countless “duties.” Yet, he never wavered in his mission, nor did he question it. What truly pained him was the overwhelming number of people who had abandoned the Light.

Confronted with this harsh reality, Becket’s once blind faith began to shift. His actions, once guided by rigid doctrines and strict principles, started to evolve, reflecting a growing need for new standards better suited to this changed world. As his journey continues, and he gradually regains the strength to fight back the darkness and reclaim lost memories, Becket’s inner struggles and growth come to light. His desperate battle to banish the shadows from REMORE and restore the lost Light becomes even more compelling through this transformation.


[h3]The Mace of the Church: Driving Back Darkness with Blood[/h3]
To bring Becket’s strict, judgmental nature into gameplay, the team focused on two core traits: his unshakable faith and steadfast pride. To Becket, those who turn away from the Light—and the monstrous creatures born from such betrayal—are pure evil, deserving of judgment. And REMORE is crawling with them. Yet Becket never doubts his own strength. As an Inquisitor, he carries out his duty with unwavering confidence and pride.

This unyielding resolve is reflected in Becket’s passive skill, Determined Resistance. Wielding a Two-Handed Mace, his weapon of choice, Becket fights best when armed with what he knows best. With his favored weapon in hand, he stands firm against incoming attacks, skillfully blocking them. Then, he follows up with a powerful counterattack, delivering a devastating blow with his unique trait, Righteous Fury, crushing foes in a single, righteous strike.



However, when it comes to crushing the evil rooted deep within REMORE, simply waiting for enemy attacks and countering isn’t enough to fulfill an Inquisitor’s duty. The skill “Guilty Verdict,” unlocked through binding memories, is a taunt ability that forces enemies to target Becket while simultaneously weakening their attack power.

In other words, combined with his counterattack-focused traits, Becket can now provoke enemies during his turn, drawing their attacks, easily blocking their strikes, and following up with even deadlier retaliation. As a solemn arbiter of judgment, Becket fears no evil. He thrives in a “come at me” style of combat—facing threats head-on and taking them down one by one with unwavering authority.



Because Becket’s conviction is so unshakable, he has exceptional endurance in prolonged combat compared to other Survivors. Thanks to his unique trait, “Determined Resistance,” gained through his special memory skill, Becket can consume Willpower instead of falling into a downed state when his HP reaches zero. With careful management, this lets him avoid incapacitation up to four times, allowing him to endure grueling battles where others might fall—and turn the tide for his team.

Additionally, his unique trait “Righteous Fury” lets him execute enemies and recover Willpower based on his current Willpower tier. These mechanics—drawing strength from Willpower to survive tough fights and using that same resource to deal ruthless justice—truly shine when Becket’s Willpower is managed well. His immense power as a judge punishes those who deserve it!



[h3]“As Darkness Deepens, Light Shines Brighter.”[/h3]
Becket’s weakness trait, “By the Will of Light…,” reveals his inner struggle—whether he can keep his faith in the Light alive even as REMORE sinks deeper into darkness.

Whenever his attacks miss, Becket burdens himself with “Penance” for failing his duty. As Penance builds up, his accuracy steadily drops, but his chance to land a critical hit rises. This self-imposed penalty grows until he lands a powerful critical strike, which then clears all accumulated Penance.

“By the Will of Light…” represents Becket’s determination to never lose hope, no matter how bleak things get. Even when he can’t fully conquer the evil around him, he clings to the possibility of redemption through one decisive, righteous strike in the name of the Light.



We’re going to be revealing more about the other Survivors over the next few Dev Notes so stay tuned!

Thank you, Survivors!
REMORE

[Dev Note] The Hideout's Transformation: A New Home for the Survivors



Hey there, Survivors!

In the last Dev Note, we talked about the new Restoration Level system that’s coming to REMORE.

This time, we’ve got something that might hit even closer to home for you: a revamp of the Hideout.


[h3]Bring the Hideout to Life[/h3]
The Hideout has been around since Early Access—it’s where you get ready before heading out on an Expedition. Every Expedition starts and ends there, and using its features to gear up for what’s next has always been a core part of how the Expeditions flow.

But in Early Access, the Hideout was more about function than story. As you played, new characters joined you, unlocking new features and giving you more ways to prepare. Still, when it came to who those NPCs were or what the Hideout itself really meant, we kept it pretty functional—just enough to support gameplay without diving too deep into the narrative side.



However, since REMORE’s story is getting deeper and more detailed, we figured it makes sense to give the Hideout a stronger narrative purpose. More specifically, we need to clearly explain what the Hideout is and what role the NPCs there play.

We started by looking at what the Hideout really means. In the Early Access version, the Hideout was just a random isolated house found thanks to the blacksmith “Jorgyn” It was simply a safe spot to hide from monsters during the apocalypse.

But now, the story has a more detailed setup — the monster apocalypse is actually “darkness spreading because the Memolith exploded.” So, the Hideout needs to mean more than just a safe place; it has to protect the group from that darkness in a meaningful way.

Because of that, the Hideout got a new meaning: it’s the place where a new Memolith is being rebuilt, taking the place of the one that blew up. The group uses the light from the Memolith to keep the darkness away, lights up guiding pillars during their expeditions, and collects Memolith fragments to restore the light to the land. The process of restoring it is shown in the “Restoration Chart” we shared in last week’s dev note — the Memolith in the Hideout slowly gets its power back and regains the strength it had lost.



Because of all this, we needed a way to restore the new Memolith and unlock its power. The expedition members are great fighters and the main characters of the game, but there wasn’t really a good reason for them to be the ones handling the Memolith directly. That’s where two new characters come in — Giuseppe, a scribe, and Ellen, the Flamekeeper.

They were introduced to help fill that gap. They're both originally members of the Sunfaith, a group that worships the Memolith, and they were the ones guarding the Hideout before the expedition team arrived. So, it makes sense that they’d know how to restore the Memolith — and even how to extract the memories of the fallen from its fragments and bind them to the expedition members.

We’ve also prepared deeper narrative content related to these two, which we’ll share in a future Dev Note.



[h3]Hideout Features[/h3]
When it comes to the Hideout's features, we're still sticking to the same basic idea as in the Early Access version — each NPC is assigned a specific role. But since the exploration system has changed quite a bit — shifting from a linear stage-by-stage structure to a free-movement one — we had to rethink and narrow down which features to really focus on.

In Early Access, the timing and number of Hideout visits were fixed. Basically, after every stage, you had to return to the Hideout. That meant each visit was a key moment to regroup and upgrade your team as much as possible.

Also, since the resources you earned and your overall progress were pretty predictable based on stage progression, we could balance how much you could power up your squad and how useful each resource was. To put it simply, it followed a clear pattern like: Stage 1 → Hideout 1 → Stage 2 → Hideout 2... and so on — which made it easier to control when and how new Hideout functions were unlocked.



In the new version we’re working on, players can choose when and how often they visit the Hideout. Since you can also pick the order in which you tackle stages, there are now countless variations in when and how you’ll collect certain resources. Because of that, we can’t rely on the old system where Hideout features are unlocked based solely on how many stages you’d cleared. With players visiting the Hideout more frequently now, we needed to rethink how those features are balanced.

As for unlocking Hideout features, that’s now tied to the “Restoration Chart” we introduced in last week’s Dev Note. So instead of just counting how many stages you’ve cleared (or how many guiding pillars you’ve lit), we also take into account the importance (or size) of those guiding pillars, and how many Memolith fragments you’ve recovered. All of that affects what gets unlocked and when.



Since players will now be visiting the Hideout more often, we had to condense its features a bit. The original features made sense for the older expedition flow, but with the new system, it started to feel like there was just too much to go through every time you stopped by. So, we streamlined things down to four main functions: Checking the Restoration Chart, Memory Binding, Blacksmithing and preparing the next expeditions.

xcept for the expedition part, the other three are all tied to clear reasons for returning to the Hideout — like needing to gather enough Restoration progress to unlock new abilities, collecting enough Memolith fragments to bind memories to characters, or gathering materials to craft stronger weapons.
In short, the new Hideout is now a more focused space, built specifically around strengthening your expedition team.



[h3]The Result: The Hideout Becomes the Core of the Game Flow[/h3]
After testing these changes internally, we found that the overall gameplay flow felt much more natural and intuitive. The goals of the expedition and the tools to reach them now connect more smoothly through the Hideout, making it feel like an integral part of the whole experience. Both team members who lean more toward narrative and those who prioritize gameplay agreed — the new Hideout just feels more natural.

As development picks up speed, there’s a chance the Hideout may see even more changes. But its core purpose — helping each expedition flow more naturally — will stay the same. We're really excited to bring this new experience to you, our Survivors!

Stay tuned for next week’s Dev Note.
Thanks as always, Survivors!
REMORE

[Dev Note] Restoration: Expedition Progress



Hello, Survivors!

In our last Dev Note, we introduced the narrative behind the Pleasure District and unveiled our very first giant boss, Olivia.

Today, we’re shifting the focus back to game systems to talk about the meaning of Expeditions in REMORe and the way progress is measured—Restoration Level.

[h3]The Purpose of Expeditions[/h3]
In the Early Access version, our game had a fairly linear structure. That is, Players progressed through predetermined stages in a set order, clearing them one by one. Because of that, the goal of clearing each stage was already clear-cut, and we didn’t feel the need to provide any special motivation beyond that.

But in our Current Build, as we mentioned in a previous Dev Note, REMORE is moving toward a more open-ended expedition system. More specifically, the order in which players visit stages can now change depending on their choices. Deciding your expedition route has become a major part of the gameplay experience.



When choosing your expedition route, there should be a clear and compelling reason—a proper motivation to guide your decisions. In our game, aside from the main quests, there are currently three main motivations for going on expeditions: lighting the Guiding Pillars, collecting Memory Shards, and gathering other materials. As you pursue these goals, your Characters grow stronger, and future expeditions become easier.

However, there hasn't been a concept that allows players to intuitively grasp how far they've progressed toward those goals—until now.


[h3]A More Concrete Objective: Restoration Level[/h3]
This line of thinking led us to the creation of the Restoration Level system. It’s designed to fit the narrative flow we’re aiming for and to give players a clear and meaningful sense of direction.



The Restoration Level is fundamentally tied to a concept that runs throughout the world of REMORE— the Memolith. Restoring the Memolith represents the central objective of the Remore narrative, and as restoration progresses, the expedition team grows stronger. That’s the narrative side of the Restoration Level.

From a gameplay and system perspective, however, the concept becomes even clearer. As your Restoration Level increases, your expedition becomes stronger, making future journeys smoother and more manageable.

The role of the Restoration Level is closely linked to the sense of purpose behind expeditions, as mentioned earlier. And raising your Restoration Level is quite intuitive: light more Guiding Pillars and collect a wider variety of Memolith Shards. While these actions used to provide an indirect sense of expedition progress, the Restoration Level now gives players a direct, visible indication of how far they’ve come.

As your Restoration Level rises, your team gains access to a range of helpful abilities and functions. For example, you might unlock the ability to bind Memory Shards together, or a blacksmith—who regains his memories and purpose through these shards—might begin crafting equipment that enhances your expeditions.



As a result, the objectives of each expedition have become much clearer. The ultimate goal—clearing each act—requires assembling a stronger expedition team, and to do that, you must raise the Restoration Level of the Memolith. This makes lighting Guiding Pillars or collecting Memolith Shards during expeditions far more than optional—they become clear goals that justify setting out. And through the Restoration Level, players can clearly understand what their current expedition is striving toward.


[h3]Deeper Narrative Ties, Broader Gameplay Potential[/h3]
In designing the Restoration Level system, we’ve incorporated a range of ideas to ensure it fits organically into the narrative. At the core of the story is the tragic state of the world caused by the absence of the Memolith—and the gradual restoration of its power offers hope for reversing that tragedy.

More specific narrative touches include things like:
  • A blacksmith consumed by darkness who regains their memories and begins supporting the expedition
  • Expedition members gaining higher HP and stronger resolve as the Memolith begin to shine once again

These elements enrich the storytelling while expanding gameplay possibilities through the Restoration Level system.



Furthermore, to ensure that the Restoration Level system opens up even more possibilities, we’ve strengthened its integration with existing systems. As players progress through the game and their Restoration Level increases, they gain more choices and options in gameplay.

Not only does the blacksmith gain access to expanded functions, but the team also becomes capable of enduring longer expeditions. As a result, players can push deeper into expeditions, discover new paths, and explore the darkness of REMORE with greater freedom.



I think the best way to understand the meaning and value of the Restoration Level system we introduced today is by experiencing it firsthand through gameplay. We think when players try it out, they will quickly feel its narrative and systemic value.

Next time, we’ll introduce another new system that has arrived on Remore’s development journey.

Until then, thank you, Survivors!
REMORE

[Dev Note] Corruption in the Pleasure District #2



Hey there, Survivors!

In the last Dev Note, we talked about the Pleasure District after the Memolith explosion—and gave a small teaser of Olivia, too.

Today, we’re diving into the rest of your journey through the Pleasure District, which will lead you straight to Olivia who appears as the first giant boss in REMORE.


[h3]The Olive Branch: Olivia’s Grand Bathhouse[/h3]
The Olive Branch is a massive bathhouse connected to Olivia’s quarters. Fitting for someone who rules over the Pleasure District with its grand scale. Back before the explosion, this place was actually used as a real bathhouse—so busy that its own waterwheel was built just to pump water in.

In front of the bathhouse was a bustling plaza where all kinds of bath goods and accessories for attendants were sold. It was a lively, luxurious space—until everything changed.

After the Memolith explosion, the Olive Branch became a shelter for survivors. That once-busy plaza turned into a final line of defense. But the darkness kept creeping in. Eventually, Crimson Lily Mist began to spread through the area, and the creatures took over. With so many survivors gathered there, it naturally became a target for even more creatures.

Now, the branches that stretch across the whole Pleasure District pass right through this bathhouse—leading you straight to Olivia’s chamber.



[h3]Olivia: The Most Alluring Bloom in the Depths of the Pleasure District[/h3]
At the very heart of the Pleasure District lies Olivia’s quarters—where you’ll come face-to-face with her final form: a towering, monstrous flower in full, deadly bloom. Once the ruler of the entire district, her influence still lingers, with her branches sprawling across every corner of the area.

Don’t let your guard down—her petals may be mesmerizing, but they’re deadly. Olivia is unlike any enemy you will have faced in REMORE so far, with her gigantic size and devastating attacks that will truly put your survival skills to the test.



Phases & Action Counters: The Fight Against Olivia Introduces New Mechanics
The boss battle with Olivia brings two brand-new mechanics to REMORE: Phases and Action Counters. As Olivia’s HP drops, she’ll shift through multiple phases, each introducing new attack types and escalating threats for your team.

Each time one of your allies uses a skill during a phase, it will consume a portion of Olivia’s Action Counter. When that counter hits zero, she’ll unleash a powerful, phase-specific ability that targets your entire team—an attack that often defies the turn-based structure you’ve come to rely on.

You’ll be able to explore the full scope of her phases and skills in-game (no spoilers here!), but let’s take a look at one of her more interesting patterns:


[h3]New Guests: Break Out the Drinks![/h3]
Throughout the fight with Olivia, waves of creatures will continue to appear. These enemies will not only chip away at your team's HP, but also disrupt your ability to focus attacks on Olivia herself. But don’t go all-in on them either—if you waste too many skills on these creatures, you’ll burn through the Action Counter too quickly.

And when that happens Olivia unleashes a devastating area-of-effect attack that hits both friend and foe alike. What’s worse, when the dust settles, new creatures— “New Guests”—will arrive on the battlefield, escalating the fight even further.

We won’t spoil all the tricks to beating her, but here’s one key principle:
Take down as many enemies as possible using as few skills as possible.

Don’t miss the visual cues for Olivia’s upcoming attacks—they’ll be your only warning! Remember: half-measures will only lead to more summoned enemies… and ultimately, defeat.



[h3]Sweep: Lethal Elegance[/h3]
To welcome guests properly, one must always keep a clean home, right?

Olivia’s “Sweep” is a large-scale skill that sweeps across nearly the entire boss stage. Her attack moves from one end of the field to the other, hitting everything in its path. While it doesn’t deal massive damage in a single hit, repeated exposure can easily lead to your team being quite literally swept away.

To avoid being caught in the sweep, you’ll need to take cover behind the “Sprouting Branches” Olivia summons on the stage. That means you’ll need to anticipate the pattern—identify the direction the skill will start from and locate the branches ahead of time to stay safe.



[h3]Exploitation and Hospitality: Sometimes It’s Better to Bend Than Break[/h3]
The stage where the Olivia boss battle takes place is shrouded in Crimson Lily Mist, and many of the creatures that appear on this stage use Charm to their advantage. While it’s a good strategy to use stones scattered around the area to help your allies snap out of it, in certain situations, using Charm to your advantage might actually be more beneficial.

Characters designated as “Exploitation Targets” by Olivia will have their health absorbed, while those under the charm status will have their health restored. Additionally, characters marked as “Hospitality Targets” will not only heal if they are charmed but also gain a significant attack power buff.



The battle against Olivia is designed to provide you with an overwhelming experience. Our Dev team is working hard to ensure that future boss battles are even more polished and refined. We hope you're looking forward to the full-scale battle with Olivia!

Thank you, Survivors!
REMORE

[Dev Note] Corruption in the Pleasure District #1



Hey there, Survivors!

In our last dev note, we talked about what the Pleasure District was like before the explosion of the Memolith—how it came to be, and how Olivia, its central figure, established a system to run it. All of that takes place in the past, relative to when the game begins, and as you play, you’ll uncover more of that story through various in-game elements.

Today, we’re shifting gears to talk about what happened after the disaster. In other words, we’re diving into the present state of the Pleasure District as you’ll encounter it during gameplay. Previously, we shared detailed backstories of each stage. This time, we’re taking a step back to look at how a wave of corruption swept over the entire district!


[h3]The Corrupted: Humans Consumed by Darkness[/h3]
When the pillars that once radiated the Memolith’s light went dark after the explosion, the fallout hit nearly everyone in REMORE. Among those affected are people who haven’t fully turned into monsters but are no longer truly human either—these half-lost souls are known as the Corrupted. They’re hostile to survivors, twisted by darkness, but not yet completely gone...

The Corrupted were just ordinary folk going about their days in the Pleasure District. Some were entertaining clients, others were muscle hired to protect or handle tough tasks, and some were the impoverished doing whatever odd jobs they could find. Since they still retain their human forms, they continue to use the skills and abilities they had in their previous lives. And because their memories and minds are only partially lost, they still have a sense of self-preservation.

For example, if a nearby Rotter takes heavy damage, you might see a Harlot panic and flee, terrified that the one who used to protect her is now vulnerable.

Since these Corrupted haven’t fully transformed, they’re actually hostile toward true creatures. That means you could find yourself in a chaotic three-way fight between survivors, corrupted, and creatures. Depending on your choices, you might even be able to pit the corrupted and the creatures against each other, wiping both groups out in the process.



[h3]Creatures of the Pleasure District: Beasts Born from Pure Desire[/h3]
Of course, not everyone stopped at being simply corrupted. Some were completely consumed by the darkness—twisted beyond recognition into full-blown creatures. As you explore the Pleasure District, you’ll come across plenty of these abominations. Among them are two particularly unique enemy types you’ll only encounter in this area: Petals and Lechers.

Petals are what happens when Harlots are fully overtaken and transformed. Their bodies are adorned with deep red blossoms, resembling the district’s signature crimson lilies. Like their former selves, Petals use charm and seduction to threaten survivors. While they’re not especially tough in terms of raw defense, they can inflict charm status, turning allies against themselves and leading to devastating outcomes if not careful.

That said, their charm can be turned against them and clever survivors might even find ways to get enemies to fight each other.



Lechers are what became of the clients who once visited the Pleasure District—now fully consumed by darkness. These were usually people of high social standing, and their visits to the district were something they had to keep hidden due to the moral and religious shame involved. That’s why they used to cover their faces with red veils when they came.

Now twisted into creatures, these Lechers still wear those veils, frozen in the same act of hiding their shame. They’ve become so enchanted by the illusions of the Pleasure District that when you encounter them, they’re already under the effects of charm—still lost in a dream they never left.



[h3]Following the Spreading Branches…[/h3]
As you fight your way through the Pleasure District, you’ll start noticing strange, unusual branches crawling along the walls and floors. In a place once bursting with crimson lilies, these branches seem to embody the lingering desires that once fueled the district. If you trace them deeper and deeper, they’ll lead you into the heart of the Pleasure District.

The creatures grow more numerous. The darkness thickens. The mist of crimson lilies grows heavy. But if you keep pushing forward—cutting through it all—you’ll eventually come face to face with something unimaginable: a towering darkness. Olivia.



Today, we took a closer look at the twisted remnants you'll face within what remains of the Pleasure District, and the stories buried deep within.

Next time, we’ll introduce a brand-new, never-before-seen threat: the boss fight against Olivia herself!
As always thanks for reading, Survivors!
REMORE