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[Event] Content Creation Event



Streamers and Content Creators!

New REMORE Major Update is finally here! And its time for some inspiration!

Create any Video / Art / Content of New REMORE’s Major Update and submit it to us during the Event Period for a chance to win 5 Steam Keys to give away at your discretion!

Fill out the Google Form below starting from Monday, June 23 to apply for the Event.

[Event Period]
June 23 – July 14 (PT)

[Winner Announcement]
July 24 (PT)

[Event Details]
Create content with REMORE.
Post them on the social media.
Highest view content will be selected as winner.

[Registeration Form]
[h3]Content Creation Event[/h3]

[h3][Rules] [/h3]
  1. Only users who is joining the REMORE Discord channel are included to the event.

  2. If the content link is not correct it will be excluded from the event

  3. If the views are same, winner will be selected by lottery system.

  4. Gift codes will only be sent to the Content Creators selected whose information provided can be verified on their channel, blog or Steam Curator page.

  5. Those who participated in the event must be on the channel until the winner announcement.
    If you leave the channel before the winner announcement, you will be excluded from the event.

  6. Reward will be sent out through Discord direct message. ​
    If the code provided as a reward is sold, the code will become revoked.


We will select the Winner and present them on our Major Update Feedback Live Stream.

※ Data collected will only be used for REMORE: INFESTED KINGDOM Gift Code distribution to Content Creators.

Thank you,
REMORE

[Event Ended] Official Discord Invitation Event Season 3



Greetings Potential New Survivors!

We would like to Cordially Invite You to the Desolate Lands of REMORE: INFESTED KINGDOM through our Official Discord Channel!

A vile apocalyptic land awaits in Remore where terror lurks in every corner...
You are going to need a place to gather among your peers...
A haven from the coffee guzzling, happiness-devouring Infested that roams outside.

Enter our Discord, a place where like-minded individuals such as yourself can share or gossip tidbits of Remore knowledge or lore! Or not! We got Random rooms too!
We also got Update cookies~~

BIG NEWS!!! - - - Join During this Season 3 Event Period for a Chance at a Free Copy of REMORE: INFESTED KINGDOM Early Access Version! ​

Only New Members are eligible for the event.

Stay tuned for more Discord related events in the future!

[Event Period]​​
June 23 ~ June 30 (PT)​​

[Winner Announcement]​​
July 7 (PT)

[Event Details]​​
Join REMORE Discord Channel during the Event Period.​

[h3][Rules] [/h3]
  1. Only users who newly joined the REMORE Discord channel after the event announcement was posted are included to the event.

  2. Users who have already joined the channel are excluded.

  3. Users who joined REMORE Discoed channel after the event period will be excluded​

  4. Those who participated in the event must be on the channel until the winner announcement.
    If you leave the channel before the winner announcement, you will be excluded from the event.

  5. Reward will be sent out through Discord direct message. ​
    If the code provided as a reward is sold, the code will become revoked.

Thank you,
REMORE

REMORE Major Update is LIVE Now!



Thank you for patience everyone but now the wait is over!
Our new apocalyptic vision has arrived, and it is now your turn to experience it!

Your feedback is valuable to us! We hope you can take the time to fill out our Survey afterwards.
Your responses will greatly influence the development of our game!

[h3]New REMORE Major Update Survey[/h3]
[h3]Suggestion[/h3]
[h3]Bug Reports[/h3]

[h2]Patch Note for Major Update[/h2]

[h3]Tutorial Stage & Guide has been added[/h3]
After starting the game and before entering the Pleasure district, a Tutorial Stage is added that explains the game's narrative and controls.


[h3]New Stage on Pleasure District has been added[/h3]
New Stages have been added to the second half of the Pleasure district.


[h3][Crimson Lily Fog] UX Improvement[/h3]
Auxiliary UI has been added to make it easier to see the effect area of [Crimson Lily Fog].
  • Show border UI on actual application area tiles.
  • Shows how much HP will be lost when moving in advance.
  • If the currently selected character is under the effect of the Crimson Lily Fog, colored effect is displayed on the edge of the screen.

The overall position is adjusted so that the “visible fog position and actual effect range” matches throughout the entire stage.


[h3]Pleasure District Stage Alteration [/h3]
Various alterations will be applied, including the narrative events within the Pleasure Street stage.


[h3]Changes of Olivia (Pleasure District Boss)[/h3]
Olivia has been updated.
  • The gimmick operation and detailed rules for the entire phase have been comprehensively renewed based on feedback.


[h3]Game Over and Continue Changes[/h3]
We have removed the ability to restart the game after the death of an ally character and added a condition for official loading.


[h3]Changes to Rules regarding restarting when losing a battle[/h3]
The conditions changed based on feedback that it was inconvenient to have to collect items again when “restarting from the last pillar lighted location” after defeat.
  • Lighting the Guiding Pillar is also integrated into the checkpoint, and upon defeat, the following three options appear:
    • Restart at the stage entry point
    • Restart from last checkpoint (if you have already lit a pillar or triggered a checkpoint)
    • Restart at the Hideout

[h3]Enemy Respawn Rule Change[/h3]
Enemy Respawn Rules for Cleared Stages have been changed.
  • Previous: Change the respawn probability every time 6 stages pass after initially clearing the stage.
  • Now: When a new Expedition starts, there is a 65% chance of respawning enemies on all stages.

When respawning, diverse types of enemies may appear than what you initially encountered.
If you go to a Stage where you have already purified a pillar and cleared the stage, no respawns will happen on the Stage.


[h3]Added ‘Suppressed’ concept and changed surrounding effect [/h3]
A new Debuff Effect, “Suppressed,” has been added. The effects applied to enemies under Suppression are as follows:
  • Cannot Counterattack.

Added a Skill that grants the “Suppressed” status.
  • Great Sword: Pommel Strike
  • One-Handed Blunt Weapon: Heavy Strike


[h3]“Taunt” concept added[/h3]
A “Taunt” effect is added that forces enemies in a noticed state to move to an ally’s location and attack.
  • Applied Skills
    • Effect of Inquisitor Becket’s Level 1 Inner Self Purification Skill “Guilty Verdict.”
    • Common Skill “Taunt” acquired through “Knight Magnus” memory.

[h3]Changes when switching between Turn-based and Free Movement Controls[/h3]
When switching from a Free Movement state to a Turn-based control state, changes have been applied to enhance the recognition of state changes.
  • Temporarily prevents control.
  • Enemy discovery animation for the currently selected character.
  • Move camera to the nearest discovered enemy location.
  • Can control after the move is completed.

When the battle ends and the player becomes free to move, the “turn” rule will no longer apply. Accordingly, the following effects will be applied when the battle ends.
  • Reset cooldown of all Skills.
  • Remove all unlockable Buffs.

Since Free Movement no longer takes a “turn,” they will decrease effect due to turn consumption also no longer applies.


[h3]Fixed Damage rules applied[/h3]
A [Fixed Damage] type that is not affected by Attack Power or Skill Power increase/decrease effects is added.
  • Applied Skills:
    • Pebble Throw (Consumables)
    • Bile Explosion (Blister)
    • Cocoon Explosion (Blister Corpse)


[h3]Enemy Spec Changes[/h3]
  • Skulker’s traits have been removed.
  • Brute’s compatibility changed from Penetration Resistance to Slash Resistance.
  • Petal
    • Removed the inability to counterattack on basic attacks.
      • Try to counterattack whenever possible, except in special cases like “Blister.”
  • Changed the attack skill “Absorb” range from cross to diagonal.
  • Lecher
    • Changed the effect of the trait “Addicted”: When you recognize an enemy, you Charm yourself
    • Changed from Slash weakness to Blunt weakness
  • Common
    • Monster units that started their turn in the Charmed state will act on the Corrupted turn.
  • Stat change
    • Remove the concept of “main ability” from enemy units
    • Adjust all Stats based on attack power


[h3]Awareness Rules change[/h3]
  • Once an enemy enters combat, they will never go back to being unaware state.
    • Even if you stun or something similar happens, the alarm will not sound again after waking up.


[h3]Memolith Restoration system has been added[/h3]
A system has been added where you can receive rewards based on the increased “Restoration Level” when you illuminate a guiding pillar or recover Memolith fragments.
  • The [Memory Binding] and [Blacksmith] functions of the Hideout will be unlocked through Restoration Level.

When you interact with the Memolith pillar next to “Light Tender Ellen” in the hideout, you can see the current Restoration Level achieved.


[h3]Change of the Hideout structure[/h3]
  • You cannot [Abandon Battle] on Hideout
  • In the Hideout, all Survivors are displayed on the left unit panel.
  • The Expedition NPC has been removed, and the “Scribe Guiseppe” will performs the role of selecting Expedition members and departure locations.
  • Artwork has been changed and BGM has been added.


[h3]Blacksmith Renewal Restoration[/h3]
The Blacksmith system will be overall revised to better accommodate the inclusion of restoration rewards and UX feedback.
  • The Blacksmith's experience-level concept is replaced, and the sequential ability unlocking function is incorporated into the restoration.
    • When the Restoration Level reaches 90, Blacksmith’s Craft function is unlocked
    • When the Restoration Level reaches 160, Blacksmith’s Disassemble function is unlocked
  • The feature to “Selecting the target quality level of the weapon to be created” has been removed.
    • Always shows only the highest quality level pages that the blacksmith can create.
    • The UI layout has been renewed.
  • The method of obtaining Weapon Crafting recipes has been changed to a more intuitive method.
    • Each time you return to Hideout with a new type of Weapon, you will automatically learn the recipe for that Weapon.
      • The Crafting recipe for Weapons you had before unlocking the Blacksmith Crafting function is remembered in advance.
    • The ability to obtain Crafting Recipes through “Disassemble” has been removed.


[h3]Ally Character Changes[/h3]
The Skill-trait layout of all characters has been comprehensively renewed.
  • Gain Skills and Traits regardless of bound memories based on purification of the Survivors’ Core/Important past stages.
  • All Survivors have their Core past stages activated from the time they first join and have the Skills and Traits that come with them.
  • Each time a significant past stage is purified, you will gain new Skills/Traits depending on the stage.


[h3]“Will” System Reorganization[/h3]
To prevent the [Tremors] and [Broken] effect comes “suddenly, without warning,” the effects at each level are adjusted.
Modify any parts of the conditions that reduce Willpower that feel unreasonable.
  • When entering the stage, the Willpower only reduced if the “Guiding Pillar has not yet been purified.”
  • When increasing due to a critical hit or decreasing due to a miss during an attack, Willpower will only change if the enemy is not dead.
  • For increases due to blocking or missing when taking a hit, change only when the Survivor unit is not in a Wounded state.


[h3]Expedition Settlement Window added[/h3]
When returning to the Hideout, a UI function has been added that comprehensively sums up the events, Items acquired, and Restoration Levels during the Expedition.


[h3]Expedition Window Reorganization[/h3]
The Expedition Formation Window and the Expedition Window have been integrated into one, and have been renewed with the official UI, which will be displayed when interacting with the “Scribe Guiseppe” NPC.


[h3]Inner Self and Skill UX/UI[/h3]
Renewal work has been carried out to improve the overall UX related to character inner purification.


[h3]Information Window UX/UI[/h3]
  • Map and Mission Information Tab UI Improved
    • When a Mission is added, a function is added to display the Mission information within the city map.
    • Added a feature to display a description of an icon when hovering over it on the city map (displayed within the map summary information Tooltip)
  • Expedition Information Window change
    • Added job icons next to each character name
    • Changed the name of the “Expedition Member” tab to “Survivor.”
  • Archive Tab added
    • An Archive Tab is added where [Important Items], [Journal], and [Guide] are recorded.
    • Shortcut: J (The second “Journal” tab pops up)


[h3]UI Window Movement Rules[/h3]
The movement rules for any UI that requires input (various full-screen panels, confirmation pop-ups, right-click details windows, etc.) follow the rules below,
  • Ignore all the input outside the first window.
  • Cannot switch the currently controlling Survivor with the Tab.
  • Applicable Examples
    • Various pop-ups that appear below the full screen.
    • Blacksmith Panel - Craft progress, craft results, disassemble results, new craft recipe acquisition pop-up.
    • Memory Binding Panel - Memory comparison pop-up.
    • Expedition Panel - Expedition Formation Popup.
    • Expedition result Panel - Restore Reflection & Fragment Purification Popup.
    • Restoration Panel - Zone restoration popup.
    • Information Panel - Expedition Info Tab - Equitable Weapon Popup.
  • Right click details pop-up (Ally/Enemy).


[h3]Visibility-Convenience related changes[/h3]
  • Added the function to close pop-ups by Right-Clicking outside the pop-up window.
  • The “Name” text of items that have dropped will now be interactive when clicked.
  • Objects such as “Blister Corpse” now have their outlines shown normally.
  • The issue of where the pixel size of drop items was displayed abnormally has been fixed.
  • The arrow displaying rules that indicate whether an enemy is recognized and whether the enemy is being tracked are changed.
    • Hide the recognition arrows regardless of whether they are recognized or not when it is not the player's turn.
    • When an alarm occurs during a Player's turn, the recognition arrow is hidden until the enemy movement due to the alarm is finished.
  • On the main screen, the unused “Mission Progress” UI will be removed.


[h3]Changes to Combat Balancing Principles[/h3]
Removed the concept of “Surrounding and Pincer attack” and lowered the proportion of growth of Attack Power and instead adjusted the gameplay to focus on “understanding and utilizing the given skills more tactically.”
  • The Surrounding rule is removed, and the [Pincer attack] skill is locked.
  • All Survivor Character’s base abilities are increased by +10, and the ratio of abilities due to Memory Binding is reduced.
  • All Enemy HP have been readjusted to match the Attack Power ratio above.
  • The Movement Range and Attack Range of Enemy and Ally have been adjusted.
    • Player TP is adjusted from 10 to 8, Enemies are adjusted as follows:
      • 12 → 6 TP: Skulker, Hound, etc.
      • 6 → 4 TP: Knawer, Varlet, etc.
    • This allows you to utilize the newly added Defensive Effects such as “Slow (Reduced Enemy Movement Distance).”
    • Leghead, Knawer, and Blubber have been changed to only attack adjacent Enemies.
      • Petal attack method has changed to “Diagonally Only.”
  • Damage type bonus has been adjusted from x2 to x1.5.


[h3]Guiding Pillar Rule Change[/h3]
To simplify the explanation of the Pillar Purification Rules while ensuring tractability, the condition has been changed to “Released when attacked by an Enemy.”
  • All Skills and Merits/Weaknesses are disabled when Purification starts.
  • If attacked by an Enemy (even if no actual damage is inflicted), Purification will stop immediately.
  • Purification will be stopped even if you are forcibly moved by an Ally skill (ex. Hook).


[h3]Battle Rule Change[/h3]
  • When an immediate tracking occurs due to an alarm, stealth characters will no longer be included in the tracking target.
  • When the alarm effect occurs, the movement will be changed only towards the camp of the unit that caused the alarm and will be directed towards the nearest enemy.
  • The Collision damage effect ratio of the “Fortitude” stat increases from 50% → 100%.
  • Skills with the “If target is killed” condition have been modified so that they do not activate when an object is destroyed.


[h3]Rebalancing[/h3]
  • Changed the Harlot attack effect from “Charm” to “Weak.”
  • Attack power of Dagger Throw has been changed “20~30” Fixed Damage.
  • Reduces the damage of Blister Explosion to Survivors by about half, and deals bonus damage to Enemies (14-18, +45 to Enemies).


[h3]Weapon Skill Changes[/h3]
Weapon Skills have been changed across the board to suit the new environment.
  • Starting Weapon Skills Change
    • Two-Handed Axe [Diurmuid]
      • 2nd Skill changed to “Downward Slash” (Not the Execution effect when Health is below 50%, but a simpler 2 WP Single-Slash Skill)
    • Crossbow [Edwin]
      • Basic skill “Crossbow Shot” has been changed to 1 WP Skill.
      • 2nd Skill has been changed to “Piercing Shot.”
    • Two-Handed Mace [Becket]
      • 2nd Skill “Pain Chop,” consumes 2 WP and the effect has been changed to “Inflicts Stun on Collision.”

  • 0 WP skills have been removed from most Weapon Skills except for the “Shovel,” which is treated as a Special Weapon.
    • Some Survivor-Memory Skills, such as Edwin’s “Random Fire,” allow this rule when necessary. (Minimization)


[h3]Memory Skills Change[/h3]
Memory Skills have changed.
  • Scout Agnes' Memory: Piercing Shot → Spread Shot
  • Shield-bearer Emeric's Memory: Shield Bash → Shield Charge
  • Brawler Patrick's Memory: “Take A Breath” effect changed to “TP recovery”


[h3]Displaying Interactive Object Names[/h3]
When you hover your cursor over any Interactable object, a name tag will appear on top of that object.
As a convenience feature, a feature has been added that briefly shows the name tags of all interactive objects when first discovered upon entering a stage.


[h3]Hideout-Catacomb Entrance UI Change[/h3]
Based on feedback, the pop-up asking whether to end the Expedition will be displayed immediately after opening the first seal.


[h3]Other UI Improvements[/h3]
  • The HP of friendly targets such as NPCs will no longer display favorable/unfavorable matchups.
  • In the city map UI, Tooltip information for icons (such as question mark icons) on stages that have not yet been visited and have not yet been revealed will be displayed when the mouse is hovered over them.



[h3]Opening has been added[/h3]
The Opening Video at the start of the game has been replaced.

Follow our social media for more updates and important dates on REMORE: INFESTED KINGDOM.

REMORE: INFESTED KINGDOM X

REMORE: INFESTED KINGDOM Discord

Thank you,
REMORE

[Dev Note] Arbalist: Cheering From Afar



Hello, Survivors!

In the last Dev Note, we shared an update on the Barbarian, one of the three Early Access trio. Today, we’re introducing the second and youngest member of the trio: Edwin the Arbalist.

[h3]From Militia to Arbalist, and Beyond...[/h3]
As introduced in the previous Dev Note “The Arbalist Sets his Sight!””, Edwin, who previously appeared somewhat naive in his role as a Militia in the Early Access version, has now been redefined with a clearer identity as an Arbalist. This change gives him a more distinctive and reliable role as a backline ranged attacker, expanding on his original role as a mid-range support.



As a result, Edwin now fulfills a much stronger offensive role. With the return of counterattacks in the revamped combat system—where striking enemies entails risk—the Crossbow has become a highly strategic weapon, able to deal significant damage from a distance without risking counterattacks in most situations. Paired with Edwin’s primary stat “Dexterity,” which increases ranged damage, his synergy with the Crossbow results in formidable offensive capabilities.



Of course, his vulnerability to enemy attacks means he must be paired with frontline allies to fully shine. Balancing the overall REMORE expedition experience led us to introduce several changes for Edwin, starting with adjustments to his primary weapon—the Crossbow.


[h3]Refining the Crossbow: Wide Strategy, Focused Targets[/h3]
The Crossbow is one of REMORE’s signature ranged weapons. Unlike the more flexible weapon—the Bow—, which allows for more versatile positioning, the Crossbow only hits in straight lines—but it hits HARD. This made it a slightly demanding yet strategically decisive weapon.

However, this also made the Crossbow's use somewhat rigid. Its core identity—dealing massive damage to a single enemy in a straight line—left little room for variation. Whether using an Ambush Shot or a standard attack, the player’s choices were quite limited.



The newly revamped expedition and combat systems aim to present players with more diverse situations and solutions. To align with this vision, the Crossbow's rigid mechanics needed revision. So, we overhauled its overall skill structure to allow for greater flexibility.

First, we reduced the WP cost of the Crossbow’s basic attack to 1. Previously, unless you restored WP through special means, you could only attack once per turn. Now, you can attack twice using basic attacks in a single turn. Damage and range were adjusted accordingly, but this increase in attack frequency significantly expands strategic possibilities—like distracting one enemy with the first shot and eliminating a weaker foe with the second, or triggering ally support attacks twice.

Additionally, Edwin’s memory skill “Piercing Shot” has been moved to the Crossbow’s weapon skillset. This means it can now be used from the start of the game, by any character wielding a Crossbow. This allows for powerful multi-target hits and further boosts the Crossbow’s strategic value.



With the Crossbow adjusted and some unique skills moved to Weapon Sills, Edwin also needed further refinements—specifically to emphasize his unique Arbalist traits.


[h3]연사와 잔걸음[/h3]
The Arbalist isn’t just a long-range attacker—it’s a role meant to maximize the potential of the Crossbow. All Crossbow Skills deal damage in straight lines, meaning positioning is critical. Edwin is designed to excel at selecting optimal positions and dealing heavy damage once in place.

His unique trait “Shoot and Run” grants a “Quiet Step” stack with every weapon attack. Quiet Steps are movement stacks that don’t consume TP, helping Edwin reposition into a better sniping location after an attack. Since Quiet Steps only aid movement and don’t replace TP, managing TP for skill use while using Quiet Steps for movement is key to optimal play.



Once Edwin secures the ideal position, he can rain down attacks like a turret. His memory-bound trait “Quick Reload” grants a “Rapid Fire” stack every time he defeats an enemy. Each Rapid Fire stack boosts ranged skill damage by 10%, enabling Edwin to stack up massive damage. Combining Quick Step for positioning and Rapid Fire stacks for offense is Edwin’s core battle strategy.


[h3]Supporter—And Sometimes, a Tactical Sniper[/h3]
Edwin also plays a crucial role as a support, helping allies from a distance. His passive skill “Support Fire” lets him snipe at enemies within range whenever an ally attacks. Since this skill consumes no resources aside from stacks and cooldowns, allies benefit from reliable additional firepower. When Quick Reload is activated, it also refreshes Support Fire’s stacks, making Edwin an even stronger partner for high-frequency attackers.



Edwin’s unique memory skill “Random Fire” has one of the most distinctive mechanics among Crossbow skills. Unlike other Crossbow skills that focus on narrow, linear attacks, this one has a wide and generous area of effect similar to bow skills, while still maintaining the high power of a Crossbow. It doesn’t consume any resources aside from cooldowns, making it a great low-cost backup option. The only drawback is that it targets a random enemy within range—including objects—so careful calculation is required. But if there’s only one enemy at the edge of the range, it can become a free, highly effective snipe.


[h3]Between Coward and Measured Distance[/h3]
Despite Edwin’s versatile skillset, getting too close to the enemy is ill-advised—for both a ranged attacker and someone as timid as Edwin. His unique weakness “Coward” causes him to randomly flee to an unintended location when moving adjacent to an enemy. This retreat consumes movement resources like TP and Footsteps, making poor positioning a real issue. Thus, maintaining distance is essential for Edwin to fulfill his role.



Conversely, attacking from the very edge of his range is one of Edwin’s biggest strengths. The memory-bound trait “Measured Distance” boosts Edwin’s damage the farther he is from the target. It applies to all of Edwin’s attacks—weapon skills, Support Fire, and Random Fire—making distance management a key to maximizing his power.



Today, we introduced the newly reworked and more strategically flexible Edwin the Arbalist. We look forward to your continued interest and support for the updated Edwin!

We’ll be back next week with another Survivor update.
Thank you, Survivors!
REMORE

REMORE Major Update Arrives on June 23rd



Rejoice Survivors!

We finally have a date for you!
The REMORE Major Update will go live on June 23, 2025!

Soon, the world of REMORE as you know will descend beyond the abyss and reemerge as a terrifying new experience... A New REMORE Arises!

REMOREe descends into madness as the Dark Shroud takes ahold of the land.

Take hold of a group of Survivors to combat the impending darkness and find the light to bring salvation back to the kingdom.

Terrifying new creatures lurk in every corner... you must utilize the new Revamped Weapon and Skill system to bring swift death upon them.

Take on the mission to restore the Memolith to bring back order and peace to the broken land.

  • Experience the new content that was implemented into the game based on our community’s voice!
  • New Survivors await to meet you.
  • Faster fights, stealthier stealth, and massive swarms await you!
  • New Enemies along with a new Boss reign supreme in the Pleasure District.
    Come see her sometime...
  • Revamped Weapon and Skill System to ensure a more thrilling combat experience.
  • A Brand New Story awaits to be told.
  • And Many More!

Coming soon... June 23rd 2025...
The Wait is Truly Over... Can You Survive It?

Thank you,
REMORE