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REMORE: INFESTED KINGDOM News

[Announcement] Important Announcement Regarding REMORE Early Access



Greetings Survivors,

We want to begin by expressing our sincere gratitude to our beloved community who played and supported our REMORE: Infested Kingdom Early Access since its launch.

Your feedback and words of encouragement are what shaped our game to what it is today. The development couldn’t have gotten this far without your input and experience.

You, the players, made the game better!
For that, we thank you.
However, we do have an unfortunate announcement to make.

Due to the massive changes that have been implemented into our game, it is with heavy heart that we will be announcing a delay to the release of our game.

While we are not trying to make any excuses to justify our delay, there was too many amazing new contents that will be implemented into the final launch build, and we just couldn’t finish all the testing before the deadline. And we want to make sure everything is working correctly at the time of our full release.

We will also be conducting a Data Wipe of all previous versions before our Version 1.0 to ensure all the new content works as intended with the final build.

We sincerely apologize to all our followers and supporters who were awaiting our full release at the end of 2025.

We believe this is the right decision to make to ensure the best experience for all our players and the community.

We know this will disappoint some players who put much effort into our early access, and we humbly ask for your understanding at this time.

To deliver our game to the highest quality on full release is our goal and in order to accomplish that goal, some unfortunate decisions had to be made.

We sincerely apologize to our players and ask for your understanding on this matter.

Our new Full Release goal is early 2026.

Thank you,
REMORE

[Dev Note] December Memolith Fragments



Hello, Survivors!

Starting with this Dev Note, we'll be switching the Dev Note to a monthly cycle and will be making some style changes.

In our previous weekly series, we tended to delve into the "What, Why, and How" of the game itself, as we were rebuilding its fundamentals.

As this style continued, we found it difficult to cover elements that "looked interesting but weren't suitable for a single topic." Conversely, delving into these topics often resulted in excessive spoilers.

So, starting with this Dev Note, rather than delving deep into a specific topic, we’ll be going a bit more "shallow and broad," by showing you a bit more of how the game has changed since the last update.

[h3] Changes in the Memory Binding System[/h3]
Let's start by introducing the changes to the [Memory Binding] system, the core system of the revamped game and the one that has the greatest impact on the combat experience.

First, the UI artwork has been comprehensively renewed to reflect the core themes of the new narrative. A closer look reveals differences not only in terms of theme but also in functionality.



The biggest change is the addition of Auxiliary Memories, which can significantly alter the skills and traits acquired through Core Memories.

The currently updated Memory Binding System is more like a "Shared skill-trait" system that distributes them appropriately for each character. However, once a character has a somewhat optimized setup, the potential for further growth and customization is significantly reduced.

Accordingly, the “Memory Fragment” that previously contained memories retains a “Core Memory,” and by obtaining a “Memolith Shard” associated with this Core Memory, you can apply additional changes to the skill.

For example, if you add [Memory of Expansion] to the [Shoulder Bash] skill, the skill that could originally only be used in adjacent positions can now be used diagonally, [Memory of Continuity] removes TP consumption but turns Shoulder Bash into a 2-stack skill with 2 cooldowns, and [Memory of Vitality] gives you the ability to obtain 1 TP every time you collide with a target with a slam.



Each core memory contains three to four auxiliary memories, depending on the type. However, only up to two auxiliary memories can actually be bound.

With the expansion of stages, including the Outer Ward, the number of core and auxiliary memories has also increased significantly. Therefore, the fun of collecting the memories of the dead and customizing their skill and trait settings is expected to increase even further.


[h3] Differentiating Customizing Styles through [Keyword] Concepts[/h3]
The existing Memory Binding system allowed "all characters to bind all memories," which in some ways allowed for a lot of freedom. However, it also made it difficult to bring out the individuality of each character (especially when pursuing efficiency).

Therefore, we assigned ten different [Keywords] to each memory, limiting the number of memory keywords each character could equip to a maximum of three. This allowed for more daring attempts, such as the ability to grant stealth as an active skill.



For example, the new character Hunter Pia, unlike Shadow Sister Mienne, can only Stealth immediately after the start of combat. However, by binding [Memory of Infiltration] to [Assassin Bertram's Memory], she can use the [Infiltration] skill, which has a cooldown limit but provides both the 'movement to a specific location' and 'stealth' effects, allowing her to remain stealthy for a long time.

The keyword given to [Assassin Bertram's Memory] is [Stealth], and the [Stealth] keyword is only allowed for three characters designed to suit the ability (Shadow Sister Mienne, Jester Nathaniel, and Hunter Pia). In this way, we can create memory skills with stronger individuality while preventing the terrible situation where a stealthy barbarian slaughters all the monsters(!).



Inquisitor Becket gains the [Control] keyword, allowing him to create new playstyles, such as immobilizing distant enemies while taunting remaining enemies, or gaining additional bonuses when "Suppressed" enemies.

We'll be introducing more interesting Memory Skills and Traits in the future whenever the opportunity arises!


[h3] Changed Weakness: More Noticeable! [/h3]
Despite my claim of covering the topic "shallowly and broadly," we ended up delving quite deeply into the topic of memory binding. It's a crucial system, after all, but if we delve any further, it'll become too long.

Let's switch gears and show you the newly added weaknesses for Mienne and Becket.

As of the current updated version, the weaknesses of the initial trio Willam, Edwin, and Diurmuid are quite noticeable and fit well with the personalities we intended for each character, but the weaknesses of Mienne and Becket, which were in the form of an ‘accuracy penalty’ under certain conditions, were a bit difficult to recognize.

Even during the internal testing of the development team, screams of “Why on earth are my attacks not hitting?!” were heard as they continued to attack from the spot without knowing that I was receiving a weakness penalty (...).



So, while maintaining Mienne's unique concept of "keeping distance from allies," we've updated her weakness to "when adjacent to an ally, there's a certain probability she'll move to a non-adjacent location." If it seems like Willam is stalking a nun, you're mistaken.



Inquisitor Becket, who has a somewhat impatient personality, has a certain chance to taunt all adjacent enemies when moving and adjacent to two or more enemies. Unlike other weaknesses, this can actually be beneficial if you're lucky... but we like the concept and feel, so we're going to keep it that way.


[h3] Interact with New Objects! [/h3]
In addition to this, you can encounter many new objects in the Outer Ward.



A winch hanging from a rope. You can lure enemies to a shadowy area, then lightly hit the switch to inflict massive damage on a group of enemies.



We've already shown you the [Powder Keg] in the previous Georg Developer Note, but we've positioned them so you can have fun detonating them not only during boss battles, but also on regular stages.

Oh, and by the way, the function of the consumable [Torch] has been completely changed to inflict area-of-effect damage in the crosshair area. Throwing a torch at a powder keg will instantly detonate it without any hassle.



The level designer's strong recommendation that "If you can see water and can push an enemy... you should be able to drown it!" ultimately led to the addition of this feature. In fact, the placement seems to have been made more viciously and in greater quantities to accommodate the potential for drowning... but, hey, if it's fun, it's fine, right?


[h3] New NPC Appears! [/h3]
There's a lot more we want to show you, but it seems like it's getting too long, so I thought I'd wrap it up here. But I still feel a bit sad, so I'll end it with illustrations of the new [Outer Ward] NPCs.



If you've been following along with the Dev Notes, you've likely already seen illustrations of these characters. You'll meet them in the early and late stages of the Outer Ward, each as one of the few survivors.



However, this friend's role is a bit different, and if you look at his outfit, you'll probably be able to guess what he does.



Of course, given the current state of affairs in REMORE, don't expect too many items or abundant trade. The items this guy will receive... won't be your normal "currency."

How did you like this Developer Note? We've provided a more comprehensive overview of the Memory Binding System and the newly added content on the Outer Ward.
We hope you enjoyed it.

If you have any further questions or thoughts on the content presented, please leave a comment and we will actively communicate through the following Dev Botes.

Well, we'll see you again next month with more news!
Thanks, Survivors!
REMORE

[Dev Note] Georg : Embodiment of Twisted Greed



Hey Survivors,

In the last Dev Note, we introduced the new tough foes starting from Act 2, the mid-boss Watchers. You’ll run into these in certain spots around the Guild District. Their main tactical feature is that they switch states every few moves you make, so you have to lure them into the right positions to take them down. Definitely a unique pattern to watch out for!

Now, having survived countless threats in the Guild District, it’s time to face a brand-new massive danger at its heart: Georg.



[h3]The Path to the Abyssal Vault[/h3]
As we mentioned last week, the Guild District is full of unique threats, monster-shaped barriers stuck to walls that block your way. To break through these walls, you’ll need “Gold Bars” you get from taking down Watchers.

Corruption lingers around those consumed by the Dark Shroud, and these monster walls seem to guard the deepest parts of the Guild District, the places where darker desires dwell. Passing through these walls leads you to the fate of the greediest among them.

Once you clear all the monster walls and push forward, you’ll find the massive vault of the Hanse Syndicate, the gang that dominated the district. The vault is a stark contrast to the city outside: dazzling piles of gold that are almost blinding, with a treasure room that spreads gold like sand.

Amid this surreal, almost ominous scene, stepping into the vault brings you face-to-face with Georg, the very embodiment of horrifying greed.



[h3]The Final Showdown with the Greed Rooted in This City[/h3]
When you finally face Georg, he appears in a grotesque form, like a massive Watcher swimming through a sea of gold. To Georg, you, the Survivors who dared enter his domain, are a threat that must be eliminated, and he turns to take you on.



Georg fights in a similar way to the Watchers, he preps an attack over a marked area, then after a few action counts, he wipes out everything in that zone. If you’ve gotten used to dealing with Watchers, you’ll probably recognize the pattern right away.

But unlike the mid‑boss Watchers, Georg is massive and has the advantage of fighting on his home turf: the mountains of gold piled around him. Just luring him into walls won’t cut it this time.
So… how exactly can you deal damage to him?

This is where all the tools crafted by the artisans of the Guild District finally come into play. While exploring the district, you’ll come across a special object called a Powder Barrel. They’re tricky to ignite and explode properly, but when they go off, they deal huge AoE damage. And if you chain multiple barrels together, you can trigger a simultaneous blast that delivers devastating damage to the enemy.



These Powder Barrels, the artisans’ trump card, play a crucial role as the only way to create attack opportunities against Georg. Remember how with the Watchers, you had to lure their attacks into walls to knock them over into a “staggered” state? It’s similar here, Georg can only be damaged if you manipulate his attacks toward the Powder Barrels.

Of course, that means you’ll need to stay near the barrels and bait his attacks. One wrong move, and you could take damage from both Georg’s attack and the exploding barrels, putting yourself in a deadly situation. That’s why taking him down requires careful planning, precise calculation, and a very deliberate strategy.

[h3]Rope Action Across the Sea of Gold[/h3]
Alongside the use of Powder Barrels, the trusty Grapple Hook, familiar to Early Access Survivors, also plays a major role in the Georg fight. So far, the Grapple Hook has varied slightly depending on the build, but its core mechanic, “pulling a target,” has always been central. This allowed creative plays, like slamming Blisters into enemies for massive damage or rescuing allies trapped deep in enemy lines.

In the Georg fight, the Grapple Hook is just as important as the Powder Barrels. The abyssal vault is filled with countless objects Georg has swallowed, and as the fight progresses, these objects appear and disappear, constantly changing the terrain. Some are heavy, some are light.

Heavy objects can support the player’s weight, so using the Grapple Hook on them pulls your character toward the object. This allows you to escape dangerous zones instantly without spending TP or action counts. On the other hand, using the Grapple Hook on lighter objects like Powder Barrels works as before, pulling the object toward your character. With skill, this lets you drag Powder Barrels into just the right spot and make a quick getaway, opening up all sorts of strategic possibilities.



This is how the core strategy for the Georg fight comes together using Powder Barrels and the Grapple. Watch the direction of Georg’s attacks, pull a Powder Barrel into his path, then use rope action to get out of the way. Of course, there are other tricky mechanics that can get in your way, but we’ll leave those for you to discover and figure out while playing!

That’s a quick look at the Guild District boss, Georg.
We’ll be back next time with more exciting updates.

Thanks, Survivors!
REMORE

[Announcement] Official Game Title Change Poll Event Results Are In!



Greetings Survivors!

Our Official Game Title Change Poll Event has now concluded!

In a shocking turn of events, we actually landed on a tie!
The Poll ended up in a draw, and this was actually quite a surprise to us!
With over 100 votes cast, we surely felt one decision will triumph over the other!

In the event of a Draw, the Development team will be the Tiebreaker and make a decision after discussing it internally.

We want to thank all the participants of our Poll Event and our community!
Your feedback and support is what gives us the motivation to create such wonders!

We will make an announcement in the future about the outcome of the Game Title Change!
Stay tuned to our platforms for more updates!

Thank you,
REMORE

[Dev Note] The Watcher : A Mid-Boss Appears!



Hello, Survivors!

Up till now, we’ve introduced the narratives and distinctive play styles of the eight playable Characters.

In today’s Dev Bote, we’d like to talk about the enemies you’ll face throughout your journey in REMORE, especially a new type of threat: the Mid-Boss.



[h3]Mid-Boss: A Formidable Threat Descends Upon the Stage[/h3]
If you’ve played Act 1, you may have already encountered special enemy events that occur as you progress through each stage. For example, in the “Crimson Lily Plantation” stage, a swarm of Petals ambushes the Survivors as they enter the central area. Or in “Sunset Docks” you join forces with the Shadow Nun Mienne to fend off a sudden onslaught of enemies surrounding the Guiding Pillar.



Enemies that appear under certain conditions like this act as a sort of checkpoint in the level design. In other words, before moving on to the next stage, you’ll need to prove you’ve got the minimum strength and skills to overcome what’s ahead. On the flip side, it also serves as a bit of a warning, letting you know that this level of threat will become the new standard, and that similar types of enemies will start showing up more often from here on out.

You’ll run into events like this again in Act 2, but this time, we wanted to give you something that feels more immediate and threatening, a challenge that stands right in your way. That’s how the idea of the Mid-Boss was born.

A Mid-Boss is a special kind of enemy, a one-time battle event that doesn’t come back once you’ve beaten it. They block your progress in various ways, either directly or indirectly, and you’ll need to take them down to move on. For instance, you might need an item that only drops from that Mid-Boss to enter the next stage, or maybe during the fight, traps appear that drastically drain your HP until you deal with them.



The biggest thing that sets Mid-Bosses apart from the usual event battles is that they have attack patterns. Each Mid-Boss comes with its own unique pattern, and unless you figure it out, you’ll take some serious damage. But once you learn the pattern and land the right skills at the right time, you’ll not only deal massive damage but also get that satisfying sense of mastery we all love.

We won’t spoil every pattern here, it’ll be much more fun for you to discover and counter them yourself when you face these bosses in-game. Just one small tip: pay close attention to the buffs and debuffs that change with the boss’s state.


[h3]Watcher: The Tyrant of the Guild District[/h3]
The first Mid-Boss you’ll encounter in Act 2 is the Watcher. This creature, resembling a grotesque insect swollen on gold and jewels, is one of the toughest foes you’ll face up to that point, second only to Act Boss Olivia. It’s huge, has massive HP, and comes with the “Elite” trait, making it immune to forced movement, stun, execution, and suppression effects. In other words, brute-forcing your way through won’t work here.

To make matters worse, when you first encounter the Watcher, it’s protected by a trait called “Hardened Sense,” which caps the damage it can take at just 30 per attack, which really makes it a desperate battle. And to top it off, during this first encounter, a “Thick Dark Shroud” surrounds the area, cutting off all escape. Players have no option but to defeat the Watcher and light the Guiding Pillar.



Normally, we’d want you to explore the Guild District, stumble upon the Watcher, and figure out how to bring it down, that’s the experience we intended. But since this is the first time we’re showing off one of the Mid-Bosses, we'll give you a few light hints!

As mentioned earlier, Mid-Bosses have distinct patterns, and those patterns are triggered by various conditions. For example, certain attacks, especially ones with specific attributes, might set them off, or they might react when you spend a certain amount of resources like WP or TP. So, when you encounter a Mid-Boss for the first time, we recommend carefully observing its current state and experimenting to see which actions might provoke its next move.

The Watcher, in particular, can feel nearly invincible at first, it’s got such high defense that you’ll probably find yourself thinking, “How on earth am I supposed to kill this thing?” That’s your cue to start looking for ways to disrupt its defensive state by triggering specific patterns.

And if you check its traits closely, you’ll notice one called “Hardened Shell,” which includes a very interesting note: “Does not activate while knocked down.” That’s your clue, somehow, you’ll need to knock the Watcher down to create an opening.



Alright, let’s try attacking the Watcher. It curls up into a ball and enters its “Preparing to Roll” state causing a danger zone to appear on the ground, and it becomes untargetable. Now the question is, how do we knock it down while dodging its rolling attack? We move carefully, avoiding the danger zone and… Boom, there it is! The Watcher slams into a wall and collapses, it’s now knocked down.

While it’s down, we hit it with our strongest damage skill. One solid strike lands, and the Watcher immediately gets back up. Everything, except for its HP, resets to how it was when we first encountered it.

And just like that, we’ve seen one full cycle of the Watcher’s pattern, and with that knowledge, we can start figuring out a proper strategy to bring it down for good.



Once you defeat the Watcher, you’ll obtain a special Act 2 item called “Gold Bar.” At first, it might not be obvious what use gold could possibly have in Remore, where the spread of the dark shroud has completely shut down the economy. But if you keep pushing through the stage, you’ll soon find out.

Throughout the Guild District, you’ll come across strange, grotesque manifestations of greed, monstrous objects blocking your path. To move them out of the way, you’ll need to offer up the right sacrifice… and that’s where your newly earned gold will come in handy.



That was a quick look at the concept of Mid-Bosses, along with the first one you’ll encounter, the Watcher.

In the next Dev Note, we’ll be revealing another Mid-Boss, so stay tuned!
Thank you, Survivors!
REMORE