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[Dev Note] The sins of the Guild District



Hello, Survivors.

In today’s Dev Note, we will begin to explore the stories contained within the Guild District of Remore.


[h3]Beginning: Formation of the Guild District[/h3]
REMORE is a city that grew thanks to the power of the light provided by the Memolith. Because of this, order is maintained under the influence of the Church of Sol, and a strong pride in being a REMOREan has taken root. As a port city connected to the sea by the river, resources were abundant. Naturally, the city center came to house administrative institutions based on the Church of Sol, while the riverbanks on the outskirts became home to the Guild District, where production and commerce were centered.

However, being a port city did not come without drawbacks. Because outside forces frequently raided via the river, the people of REMORE developed fear and distrust toward outsiders. Combined with their pride as those blessed by the sun, a deep-seated hatred toward outsiders took hold in REMORE.

Therefore, the early Guild District was almost entirely made up of native REMOREan groups. Examples include the fishing guild that handled catch and distribution through the port, and the crafting guild producing various daily necessities. Though not necessarily wealthy or highly ranked, these guilds formed the middle class of REMORE, supporting much of the city’s market flow and livelihood.

In its early days, the Guild District was stable and centered on the native population. Being relatively close to the central administration’s influence, public order was well maintained. As a result, the Guild District became a lively area with a significant population.



[h3]Change: The Influx of Merchants[/h3]
However, the peace in the Guild District did not last long. As REMORE gradually stabilized and the Church of Sol’s influence grew stronger, the ruling class of REMORE began to pursue better and more extravagant things. They desired more than the stable life REMORE had known so far.

Naturally, the eyes of REMORE’s upper class turned outward. Trade with outsiders gradually increased, and the influx of foreign merchants began. However, due to the deep-rooted hatred and discrimination against outsiders in REMORE, these merchants found it difficult to gain significant influence. The native guilds of REMORE united to enforce a kind of territorial control, and the merchants from outside could only maintain their position rather than expand their power.



The response of the outsider merchants was relatively moderate. They focused on only what was “permitted” to them and avoided provoking conflicts with REMORE’s native powers. In fact, they made efforts to improve REMORE’s discriminatory views toward outsiders and showed goodwill to blend in. Because of this, the guilds formed by these outsider merchants concentrated more on settling in rather than expanding their influence.

However, this fragile peace did not last long. With the arrival of Georg, an outsider merchant who would later come to dominate the Guild District, the order of the Guild District faced a massive upheaval.


[h3]Conflict: The Arrival of Georg, and What Followed[/h3]
Georg, a merchant from abroad who came to REMORE, was both a brilliant strategist and the embodiment of greed. He arrived just as the Church of Sol was beginning a grand expansion of its ornate buildings. Until then, trade through REMORE’s port had been relatively small-scale, which limited the supply of materials needed for construction. Georg quickly identified this weakness and used his unique skills to take control of large-scale cargo distribution in REMORE.

As a result, Georg became a significant power within the Guild District. Naturally, the native factions eyed him with suspicion and unease. But Georg was not the type to stop at mere scrutiny. He aggressively expanded his influence, increasing the tension and opposition among the REMOREans. Eventually, the central authority began to push back against him, sending General Richard.

Richard is a proud REMOREan through and through. He could not look kindly upon Georg’s growing power as an outsider and began openly discriminating against him. For example, he tightened inspections on outsiders, especially Georg’s merchant group, to curb their commercial activities. But Georg was not one to back down. He hired mercenaries to build a private force and responded firmly to the central government’s and General Richard’s attempts to check his power.



Tensions around the Guild District gradually escalated, bringing the two forces to the brink of open conflict—an explosive situation ready to ignite. Soon after, a great tragedy unfolded…

Next week, we will return with a deeper look at the ongoing conflicts in the Guild District.

Until then and, as always, thanks for your patience!
REMORE

[Dev Note] First step inside the city walls!



Hey there, Survivors.

In last week’s Dev Note, we gave you a quick look at what’s coming after the Red-Light District—a new area called the Outer Wall District.

Today, we want to talk a bit more about the journey that takes you there, and what kind of REMORE you’ll run into once you arrive.

[h3]The Sealed Gate[/h3]
Before the Memolith explosion, getting from outside the walls into REMORE wasn’t all that difficult—sure, there were some guard posts to pass, but the trip wasn’t long. As soon as you cleared the first real stage of Act 1, “Sentinel’s Pass,” you were in the city limits.

That gate, with its two giant statues standing as silent guards, has been completely sealed ever since the explosion.

After Memolith went up, creatures started flooding in from all over. The soldiers stationed at the gate did what they could, trying to keep things under control. But with creatures attacking from both sides—inside and outside the walls—it was pretty much impossible to evacuate anyone. Instead, they made the call to shut the gate for good, doing everything they could to protect the people still inside the city.

By the time your group gets there, the gate’s locked tight. But you'll find a message left behind by the soldiers—a reminder of the choice they made, and the stand they took to keep the monsters out.



[h3]Searching for the Dock[/h3]
Still, the group of survivors had no choice but to make their way into REMORE’s inner city—to restore the Path of Light and reclaim the Light of the Memolith. Fortunately, not every route into the city had been cut off. There was still one way in: a dock located in the Pleasure District, just outside the city walls.

REMORE’s citizens used this dock to travel back and forth between the district and the inner city. And so, the Survivors set out—they just had to find the dock, get a boat, and they’d be able to slip into the city that way.

But the route to the dock was crawling with monsters. To reach it, the group had to fight tooth and nail and push through a gauntlet of brutal encounters and treacherous exploration.

And when they finally arrived at the dock—they found themselves face-to-face with yet another massive obstacle.



The former ruler of the Pleasure District, Olivia, was transformed into a monstrous, plant-like creature after the explosion of Memolith. Her massive vines spread throughout the entire district. The problem? Those very tendrils were blocking off access to the ferry dock.

In the end, the only way to open the waterway and reach the inner city was to defeat Olivia—who, even in her monstrous form, still held dominion over the Red-Light District.

So, the Survivors set out for Olivia to confront her. Along the way, they had to push through an ever-thickening mist of Blood Lilies, pass by Petals that emit a dangerously alluring scent, and make their way through Olivia’s grand bathhouse—once a symbol of her power due to its sheer size and opulence.

And finally, the Survivors came face to face with Olivia herself.



After overcoming this monster and a level of aggression unlike anything they had faced before, the Survivors finally manage to bring Olivia down. With that, the Path of Light through the Red-Light District is restored, and the way toward the inner city is now open. It’s time to cross the river.

Bringing their long journey through the district to a close, the Survivors at last set foot inside the walls of REMORE.


[h3]A Changed Environment, New Landmarks[/h3]
As you enter the first stage of Act 2, you’ll immediately notice how different the terrain and layout are compared to the Red-Light District.

In Act 1, the Pleasure District was essentially a lawless zone that had developed outside the city walls—untouched by REMORE’s administrative systems. It wasn’t well-organized, and only had the bare minimum needed to function as a pleasure district. Most of the area was shaped by natural geography, with just a few scattered manmade structures.

But REMORE’s inner city is entirely different. It’s a space shaped and maintained by the city's own rulers—built for everyday life with well-paved roads and structured buildings.

The area once inhabited by merchants and craftsmen is known as the Guild District, while the sections where REMORE’s military forces were most active are called the Military District. Each area is designed and maintained to serve its specific purpose, reflecting a far more organized and deliberate environment.



The differences in setting between the main areas of Act 1 and Act 2 are clearly reflected in the design of in-game objects. As you follow the story of REMORE, spotting these contrasts will be a big part of the fun.


[h3]More Survivors, Richer Stories[/h3]
The inner city of REMORE had a solid military presence, and thanks to quick actions like the sealing of the Sentinel’s Pass, the Guild and Military Districts weren’t hit as hard by the Memolith explosion as the Pleasure District—which lay outside the city’s administrative reach.

Of course, the sheer number and strength of the monsters have thrown the city into chaos all the same. But in Act 2, you’ll come across more Survivors—and with them, more stories to uncover.

As mentioned in a previous Dev Note, Act 2 also introduces new playable characters, who you'll meet as the story unfolds. Each of them has survived the tragedy in their own way, and there are unique storylines prepared that show how they came to join your group.

You’ll get to learn what kind of lives they led before the explosion—and what pushed them to risk everything and join this dangerous expedition in the midst of the current chaos. Stay tuned.



We’re also working on some new events that let you peek into the past of the characters who’ve been with you since Act 1. They were once citizens of REMORE too—so now that you’re stepping into the inner city, you’ll start to come across traces of the lives they once lived.

As you keep journeying together, you’ll learn more about their past and present—what shaped them, what drives them. And hopefully, you’ll feel more connected to them—maybe even seeing them in a whole new light.

So that’s a quick look at the journey into REMORE’s inner city, and what’s waiting for you once you take that first step inside. In the next Dev Note, we’ll dive deeper into the new chapter and share even more exciting stuff about what’s coming—so stay tuned!

Thanks for reading, Survivors!
REMORE

[Event Winner] Strange Things are Afoot at REMORE! Winner Announcement!



Greetings New Survivors,

Strange Things are Afoot at REMORE! Find the Difference Challenge is over!

We received many correct AND unique answers to the Challenge and had a blast reading them! We hope you enjoyed putting your thinking caps on to tackle these mysteries of the universe!
Unfortunately, it's now time to say farewell to our fun... But we’re excited to present our first Discord Strange Things are Afoot at REMORE! Find the Difference Challenge winner!

[Winner]
RISE SpeedDemon

[Note]
1. The content involved in the winning works are derivative works of the players and does not represent the actual plot and settings in the game.

2. The reward will be implemented sometime after the Event Ends and before the Official Launch. We ask for your patience and understanding on this matter.

Thank you,
REMORE

[Dev Note] The Road Ahead



Hello again, Survivors!

It’s already been almost a month since we rolled out the Major Update! The Dev team has been closely watching your feedback (with a bit of nervousness, honestly) while also keeping busy preparing the next batch of content.

The recently updated Pleasure District marks the first chapter of the game, and we’re currently deep in development on Chapter 2, Outer Ward, and the final chapter, Inner Ward.

Now, we’d like to give you a quick overview of the general direction we’re heading in and what kind of content you can expect to see next.


[h3]Outer Ward – A New Environment, and a New Experience[/h3]
In the second zone, Outer Ward, you’ll get to see a very different side of Remore compared to the Pleasure District. This chapter focuses on two contrasting areas: the Guild District, known for its bustling trade and manufacturing, and the Military District, which has long clashed with the Guild District by trying to control its merchants. These two zones will be designed to feel completely distinct from one another, both in atmosphere and gameplay.

Each area in the Outer Ward will introduce new enemies with unique concepts and playstyles.

In the Guild District, the enemies are designed around a theme of greed and obsession with gold.
For example, if you throw down a “gold scrap,” enemies will swarm to it to snatch it up. If you try to reclaim an item, they might launch a sudden pulling attack to steal it from you. These mechanics are meant not just to reinforce the district's concept, but also to offer a fresh combat experience that sets it apart from what you’ve seen in the Pleasure District.



Meanwhile, the Military District focuses on a concept of facing monstrous remnants of a once-disciplined army—creatures that have lost all reason and are now driven only by control and order. These enemies wield crossbows, spears, and shields—gear that, until now, only players had access to. True to the feel of an organized army, these creatures grow more dangerous when grouped together, creating powerful synergy that forces players to carefully consider each one's attack patterns.

Just like the corrupted enemies and creatures in the Pleasure District, the enemies in the Military and Guild Districts don’t just target the player—they’re also locked in conflict with each other, fighting their own turf war.

This dynamic is rooted in the narrative of the deep-seated rivalry between the two district leaders before the outbreak. As a result, in Outer Ward, each district will have its own boss, and players will face two separate boss battles throughout the chapter.



We’d love to share more about the story and gameplay of each district, but hey—where’s the fun in spoiling everything right away? We’ll be dropping more detailed updates in future Dev Notes, keeping spoilers to a minimum—so hang tight and look forward to it!


[h3]More Characters and New Memories![/h3]
As of now you can play as Willam the Royal Guard, Edwin the Arbalist, and Duirmuid the Barbarian. But after leaving the Pleasure District, two more characters will join, Becket the Inquisitor and Shadow Sister Mienne, bringing the total to five.

If you’ve been following the Dev Notes, you might remember we’ve had Three More Characters in the works.

[Dev Note] The Mercenary Sinks Her Hooks Into Battle!

[Dev Note] The Nameless Jester

[Dev Note] Caught in the Hunter's trap! Just give up!


The new characters that will join in the Outer Ward come with their own unique story events, and distinct skill sets that show off their unique personality.

This includes the Jester’s mobility, the Mercenary’s battlefield control, and the Hunter’s trap-setting and battlefield preparation abilities—plus, we’re designing combat environments to really highlight these strengths.



Besides adding new characters, we’re also giving the Memory System—a big part of the game’s story—a major facelift.

We’re fixing those UI/UX annoyances people kept pointing out and redesigning things so you can customize each character’s playstyle more the way you want.

Like, the way the [Body Slam] skill could either push enemies farther or turn into a charging attack, depending on how you bound the memory to a character.

On top of that, we’re improving the overall UI look and feel—making layouts clearer, themes stronger, and working hard to include your feedback to make things as smooth and user-friendly as possible.



Since we hadn’t updated the game for a long time during early access because of the big overhaul, we pushed the update as soon as the [Pleasure District] content—showing the new direction—was ready. But honestly, there’s still a lot of room to improve in terms of polish.

It’s not just about fixing technical stuff or tidying things up; we really want to make the core combat feel even better. From what we’ve seen so far, the design hits the mark on being intuitive while offering variety, but there’s still some things to work on—like making the tactical challenge just right.

Going forward, we’re not planning any major changes to the game’s direction. Instead, we’ll focus on making the current version as solid and enjoyable as possible.

We’ll keep sharing updates on where we’re headed as we get closer to the full launch.
As always, thanks for sticking with us!

Thank you,
REMORE

[Winner Announcement] Content Creation Event!



Greetings Survivors,​

The New REMORE Major Update Content Creation Event is over!​

We want to begin by thanking everyone who participated in our Content Creation Event!
All your content were simply amazing to see!
We greatly appreciated everyone’s submission for our event!

Now, we're excited to present our New REMORE Major Update Content Creation Event winner! ​​

[Winner]​​
AceClubhouse (Contents Link)

[Note]​
  1. Winner was chosen by internal staff review.​

  2. Rewards will be sent once Winner establishes contact.

  3. If the code provided as a reward is sold, the code will become revoked.​

Congratulations to Winner of the Event! ​

Once again, a huge thank you to everyone who participated!

Thank you,​
REMORE​