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REMORE: INFESTED KINGDOM News

[Dev Note] Major Update!



Hello, Survivors!

Last week, we shared exciting news about REMORE’s Major Update. As this is the first large-scale update since our Early Access release, we’ve taken the time to prepare a wide range of changes and rich content. What was once only available through commentary videos and Dev Notes is now ready for you to experience directly in-game. Our development team is incredibly eager to hear your feedback.

Today, we’d like to share some behind-the-scenes stories leading up to this update, and offer a brief preview of what’s coming next.


[h3]After Early Access, Seven Internal Builds Later…[/h3]
Some of our console-savvy Survivors might have already noticed: the current major update build is version 0.19. The last public build from Early Access was version 0.12—meaning we went through seven internal builds before arriving at this major update.

So, what happened to versions 0.13 through 0.18? Why weren’t they released? The answer is simple: they didn’t meet the standards we set for the experience we want to deliver.

Each new version brought additions and changes that shifted the game experience in meaningful ways. However, not every iteration made it to the finish line. While each build was an important part of the journey, helping us refine our goals and direction, they ultimately didn’t meet the threshold to be shared with all of you. After countless trials, the version we’re now presenting as 0.19 is the one that embodies the experience we truly wanted to deliver.



[h3]The Roots of What’s Now Here[/h3]
Many of the ideas we tested during those intermediate builds became the foundation for this Major Update. Survivors curious about our creative journey can trace its path through past Developer Notes. These notes serve as real-time logs of REMORE’s development—documenting ideas that were discarded, reworked, or surprisingly revived in this latest build.

Even beyond what we’ve shared publicly, a vast archive of concept sketches and abandoned prototypes exists within our team. These aren’t just old files gathering dust—they’re references that inform our current direction, preserving the context and lessons of past decisions.



[h3]The Fights You Didn’t See[/h3]
While not always exciting to talk about, we’d like to briefly highlight the hidden battles our Devs fought behind the scenes—like bugs and systems tuning—that shaped the final experience.

Let’s start with UI Design. Often overlooked, a well-crafted UI blends seamlessly into gameplay. But when something’s even slightly off, it disrupts everything. Given REMORE’s SRPG nature, we needed to present dense tactical information in a way that was both functional and aesthetically pleasing. The result is a product of relentless iteration by our UI team, and their work continues even now.

Next, Level Design. Every update to REMORE’s combat and exploration systems required thorough validation. This involved tuning playable character skills, enemy behavior, unit placement, and more. Our level designers probably hold the record for most REMORE playthroughs. They’re also often the fastest players during full-team QA sessions—fine-tuning difficulty so that the game feels challenging but never overwhelming.

Then there’s Performance Optimization. As the game's content grew, we encountered unexpected issues—particularly frame drops during specific scenarios. Unlike Early Access, the new version features a much larger number of units, all moving simultaneously to preserve immersion. This exposed issues we hadn’t seen before. The tricky part? The frame drops were intermittent, making them hard to trace. After extensive testing, we discovered the culprit: varying PC specs affected performance. Once we identified the cause, we were able to resolve all known issues just in time for release. But if you do run into any bugs, don’t hesitate to report them. Our implementation team is standing by!


[h3]What’s Next?[/h3]
This Major Update defines the gameplay system and experience we envisioned for REMORE. It took time—but we believe Survivors will now truly feel the tone and emotion we aimed to deliver. We’re looking forward to your impressions and feedback, and we're ready to push forward toward the game’s full release.

Now, a small teaser for what’s next:
The upcoming Act 2 continues the journey beyond the decadent district of Act 1, taking you deeper into REMORE’s inner city—a mix of military zones and commercial areas, nestled behind the fortress walls. Closer to the heart of darkness, greater threats await, but so do new Survivors and deeper stories. As you venture forth, know that our Development team will be journeying with you.



Thank you, Survivors!
REMORE

Our New REMORE Major Update Playthrough Stream #2 is Live Now!



Come join us on our New REMORE Major Update Playthrough Live Stream #2 with our favorite Fanatic Bob!
Let’s play the New REMORE: Infested Kingdom together!

Direct link to the broadcast:
https://steamcommunity.com/broadcast/watch/76561199236239552 (Change)

Thank you,
REMORE

A New REMORE Major Update Playthrough Live Stream #2 is coming!



Greetings Survivors!

The New REMORE Major Update is here, and we are excited too!
A Playthrough Live Stream is just what we need!
Join us on our New REMORE Major Update Playthrough Live Stream where Fanatic Bob will play the content with you together!

You can learn the tips and tricks of the New REMORE directly from our staff! Hopefully the deaths will be a minimum!

[Major Update Playthrough Live Stream Date]
July 3 @7PM PDT

Thank you,
REMORE

Tell Us Your Feedback of the New Major Update!



We are so honored to have finally shown you all the fruits of our labor!
We hoped you enjoyed the new horrors in our new update.
Please leave us Feedback so we can better understand your experiences!

New REMORE: INFESTED KINGDOM Major Update Survey Suggestion Bug Reports

We will also be hosting a New REMORE Major Update Feedback Event Live Stream on July 10th!
And, as a bonus, we will also be presenting the Winner and Runner ups for our Content Creation Event!

Your responses will greatly influence the development of our game!
Please us know what you think!
And please do not forget the Feedback Submission Ends on July 7, 2025!

[Feedback Window]
Ends on July 7 (PT)​

[Major Update Feedback Event Live Stream Date]
July 10 @7PM (PT)

Thank you,
REMORE

[Dev Note] Royal Guard : Shield of REMORE



Hello, Survivors.

In today’s Developer Note, we’re finally introducing the last of the Early Access trio, and the very first face you encounter on your journey through Remore—William the Royal Guard.

[h3]William: Beyond Loss and Oblivion[/h3]
In the Early Access version, William advances Remore’s story by fighting to survive the pain of having failed to protect a loved one. As he overcomes this loss, William gathers the survivors and leads them toward hope.

As the tragedy of Remore becomes more tangible—with the explosion of Memolith and the emergence of Dark Shroud—William faces a new kind of ordeal. The Dark Shroud corrodes memories of the past from those who dwell in Remore, weakening their will to live in the present. William, too, is caught in the Dark Shroud, losing his memories and sense of purpose as the story begins.



Guided by the light and joining up with other survivors, William gradually regains a sense of what he must do: restore the Path of Light, rekindle Memolith, drive out the Dark Shroud, and reclaim REMORE. Through collecting fragments of Memolith and binding memories together, William slowly recovers his former self—once again becoming the purpose-driven Royal Guard.


[h3]A Knight Who Leads from the Front[/h3]
Following the update, William evolves from a defense-oriented character into a well-rounded combat expert. He now not only protects allies with his shield but also charges forward to break enemy formations and create a safe front line for his team.

The skill “Shield Shove” enables such aggressive tactics. It consumes 1 WP to charge at enemies, pushing them back while also applying a new debuff—Slow. Collision damage scales with the user’s Fortitude stat, which is William’s primary attribute, making the attack highly effective. The Slow debuff reduces enemy movement by 2, allowing William to plunge into enemy lines without fear of retaliation.



[h3]Leadership of the Expedition[/h3]
In Early Access, William was kind of the central protagonist guiding the story. However, as more playable characters were added with unique narratives, his narrative weight slightly diminished. Even so, the concept of “Royal Guard” still strongly evokes the image of a field commander. This inspired us to give William a new skill that emphasizes his leadership role.

William’s exclusive skill, “Commanding Shout”, obtained through Memory Binding, boosts ally morale while instilling fear in enemies. It increases the TP of a wide range of allies, greatly enhancing the tactical capacity of your expedition. At the same time, it applies the Slow debuff to enemies, keeping them at bay and ensuring stable engagements.



[h3]A More Reliable Protector[/h3]
Meanwhile, William’s existing appeal as a “Guardian” remains intact and has been further refined through memory binding. His unique trait, “Sworn Duty,” allows him to swap places with a nearby ally just before they’re attacked, taking the hit in their stead. Whether it’s an ambush or a devastating blow from an unexpected source, William’s “super save” will shine most brightly in these moments.



If Edwin was symbolized by his crossbow, then William is defined by his shield. With high Fortitude, defensive traits, and shield skills, William is built to endure relentless enemy attacks. Through Memory Binding, the utility of his shield reaches its peak.

His exclusive trait, “Iron Wall Defense,” resets the usage count of shield skills at the end of each turn, allowing William to defend far more than other characters. Depending on the situation, he can switch between standard shields, bucklers, and great shields to deflect heavy blows or strike back with precision.

Another exclusive trait, “Iron Will,” offers a chance to reset shield skill cooldowns based on William’s Willpower level when a block occurs. As a steadfast guardian, William will protect his comrades with an iron wall—and never again lose someone dear.



[h3]Loss, Guilt, and Fear[/h3]
Even a reliable protector like William harbors fear. The pain of past failures lingers as a heavy shackle of responsibility. The dread of losing someone else drives him to irrational decisions, gnawing at his will.

His unique flaw, “Shackles of Responsibility,” embodies this fear. When an ally is attacked nearby, William instinctively moves toward them, breaking formation. If his TP is already depleted, his Willpower also decreases. While this allows him to intercept damage meant for allies, it forces a tactical cost: a crumbling formation and steadily dropping morale that must be carefully managed.



With the introduction of William the Royal Guard, we have now revealed all five playable characters available in Remore’s large-scale update. What comes next? A new Act, new characters, and an even darker darkness await.

Thank you, Survivors!
REMORE