1. REMORE: INFESTED KINGDOM
  2. News

REMORE: INFESTED KINGDOM News

New REMORE Tech Demo – Patch Note Preview #1



In preparation for New REMORE Tech Demo, we have listed the Patch Notes below!

[h2]Tech Demo - Patch Note Preview #1[/h2]

    [h3] Expedition[/h3]
    • The Stage Concept has been changed.
      • The existing campaign concept has been removed, allowing Free Movement Mode between Stages.
    • The Map can be opened during Expeditions.
      • Map is divided into three parts depending on the scale of the Stage.
      • You will discover new landmarks that acts as an entrance to the Catacombs on certain Stages.
    • Information Window can be opened during Expeditions.
      • You can check current Expedition Member Information.
    • Special Objects have been added to the stage.
      • Guiding Pillar
        • This new holy artifact exists in every Stage.
        • The goal of the Expedition is to purify the Guiding Pillar as you venture deeper.
        • When you start purifying the Guiding Pillar, all Enemies on the Stage will notice you and become aggressive.
        • If the Survivor purifying the Guiding Pillar maintains the process for one turn, the Guiding Pillar will be successfully purified, and all Enemies will die thus ending the battle.
        • After purifying a Guiding Pillar, your Will increases and your Field of Sight within the Stage increases.
    • Crimson Lily Mist
      • A harmful fog that exists within specific Stages.
      • Inside the Crimson Lily Mist, you will use HP instead of TP when moving.
      • If your health reaches 0 within the Crimson Lily Mist, you will become Charmed instead of dying.
    • Red Canopy
      • A passable overhead railing that exists within specific Stages.
      • Outside the Red Canopy, visibility within and beyond the Red Canopy is limited.
      • You can only see beyond the Red Canopy when you step past it.

    [h3] Battle System[/h3]
    • If you spot an enemy or if an enemy spots you during Free Movement Mode, you will switch to Turn-based Mode and Combat will begin.
      • The battle ends when all Enemies in the Stage are killed.
      • The battle ends if the Guiding Pillar is purified.
    • Attack Skills and Enemies now have their own Offensive and Defensive Attributes.
      • Skills that are strong against certain Attributes deal more damage, while Skills that are weak against certain Attributes deal less damage.
        • Slash
        • Blunt
        • Pierce
    • The Battle System has been completely revamped.
      • “Caught” has been removed.
      • You can perform an “Ambush” attack when attacking from outside the enemy’s line of sight.
      • You can “Surround” enemies whose sides are blocked by tiles and/or Friendly Survivors.
        • You can use the “Pincer” attack against Surrounded enemies.

    [h3] Catacombs (Hideout)[/h3]
    • The following content has been removed, and the associated NPCs have been removed accordingly.
      • Food, Sleep removed
      • Toll development/Craft removed
      • Trader removed
      • Scavenge removed
    • The following content has been added/reorganized, and related NPCs have been added accordingly.
      • Organizing Expedition
        • Available by interacting with Scribe Guiseppe.
        • You can organize an Expedition with 3 playable Survivors who joined your party.
      • Departure
        • Can be used by interacting with the Scout NPC.
        • You can move necessary Items to your Inventory before your departure.
        • You can use any unlocked Catacombs entrances as your starting location when beginning your Expedition.
      • Memolith Binding
        • Available by interacting with Lightkeeper Ellen.
        • Collect “Memolith Fragments” during your Expeditions and obtain memories that can be bound to your Survivors when you return to the Catacombs.
        • 2 Shared Memolith and 1 Dedicated Memolith can be bound to 1 Core Block.
          • In the case of Shared Memoliths, they are not bound (even if bound) and can be shared by multiple Survivors.
        • When you complete 3 Memoliths to a Core block, the memories are purified, and new Abilities are awakened.
        • There is no separate cost for Memolith Binding.
      • Blacksmith
        • Available by interacting with Blacksmith Fabrice.
        • The Blacksmith disassembles Equipment to gain Experience Points.
        • Equipment Disassembly is available from Lv. 1, and Equipment Crafting is available from Lv. 2.
          • This feature replaces the existing “Weapon Modification” system.
        • Equipment can be Crafted in Three Stages.
          • When the production gauge exceeds 100, it is considered a “Great success”.
          • When “Flash of Inspiration” is activated, you can craft more powerful Equipment.
          • Weapon Rarity increases when “Great Success” and “Flash of Inspiration” are applied simultaneously.


    Thank you, Survivors! See you inside the dark unknown!
    REMORE

    A New REMORE Awakens!



    The time is finally here...

    We will be hosting a Steam Tech Demo and cordially invite you our followers to try it out firsthand!

    A new experience beckons you Survivors...
    Meet new Survivors, access new abilities, customize your party and stay alive to tell your tale someday...
    Will you take on the challenge of being the first to venture into the dark unknown?

    Can You Survive?

    Registration begins March 17th (PST)!

    Thank you,
    REMORE

    [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