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[Dev Note] Barbarian: Unwavering Wildness



Hello, Survivors!

Over the past two weeks, we’ve introduced the narrative and gameplay of the Inquisitor and the Shadow Sister in our Dev Notes. These two playable Characters can be encountered and recruited during your journey through Remore, and for those playing the Early Access version, they may feel like fresh new additions.

So far, including the Pleasure District we've shown, there are a total of five playable Characters. With the Inquisitor and the Shadow Sister already introduced, that leaves three more. The trio many of you have been expecting — Willam the Royal Guard, Edwin the Arbalist, and Diurmuid the Barbarian.


[h3]The Rebirth of the Early Access Trio[/h3]
The Trio who have journeyed with you since the Early Access days have each undergone meaningful changes to better show off their individual identities. Willam, once a versatile wandering knight, has been reimagined as a stalwart guardian — the party’s reliable shield as a Royal Guard. Edwin, formerly a somewhat clumsy recruit, now takes on the role of an Arbalist, intercepting enemies from the backline. And Diurmuid, once a raw embodiment of ferocity, has been reborn as a Barbarian with a more strategic form of aggression.

What we want to emphasize is that these new traits are not departures from their original direction in Early Access. Rather, they are updates made to reinforce the core concepts we always intended for these characters, adjusted to match the evolving gameplay environment. For example, even in the case of Edwin — who arguably saw the biggest shift among the three — while his title changed from recruit to Arbalist, his core role as a reliable backline supporter who disrupts enemies with mid-to-long-range attacks remains intact, and in fact, has been further enhanced.



And following these character updates, a variety of other changes have also been introduced to Remore. There have been major updates to the game’s objectives, overall direction, and tempo. The level system has been removed from character progression and replaced with a range of new growth mechanics. Most importantly, Survivor narratives have once again become a central focus within the game.

With all these shifts, it’s time for the trio to gain new strength to stand against the deepening darkness.

Among them, the first Survivor we’d like to introduce today is none other than the embodiment of brute strength who always holds the front line with unwavering force — Diurmuid the Barbarian.



[h3]From a Rampaging War Machine to a Battle-Hardened Veteran[/h3]
Up until now, Diurmuid has been portrayed as a powerful warrior — a fearless brawler who doesn’t flinch in the face of multiple enemies, a berserker who endures pain and turns crisis into opportunity. It’s a familiar image, drawing on classic “barbarian” stereotypes — a concept that's long been a fan favorite for its straightforward, rugged charm.

However, this direction began to feel somewhat at odds with the newly updated narrative and gameplay of REMORE. The tragedy that has befallen REMORE isn’t something that can be overcome with sheer madness or brute will alone — it’s a darkness that must be faced with the brilliance of human reason and resolve. And so, when trials arise, it won’t be just raw power or courage that carries the player forward, but also hard-earned experience and calculated strategy.

With that in mind, Diurmuid is no longer a one-dimensional character who simply solves everything through violence. Instead, he’s been reimagined as a complex figure — an outsider who can offer a different perspective on REMORE’s tragedy and propose new paths forward. When others might retreat to wait for the right moment, Diurmuid steps in to create that moment. He possesses the strength to turn the tide even when the situation seems hopeless.

He stands at the front not just out of recklessness, but because of the skill and discipline he’s honed as a warrior from another land — and the unwavering belief in that strength. To the people of REMORE, his methods might seem reckless, even dangerous. But in the face of this crisis, they might just be the one strategy that leads to salvation.


[h3]A Mind as Cold and Sharp as Steel[/h3]
With this shift, strategic play has become a key pillar of how Diurmuid is used in combat, making him a character defined by calculated aggression. His gameplay is still centered around gaining a strategic edge through offensive actions — but now with far more thought behind each move.

His unique trait, "Thrill of Execution," allows him to recover TP based on the number of enemies he defeats. With his unique skill "Swap Positions," he can create formations that let him eliminate multiple enemies in a single strike. After securing ample TP, he can then use another unique skill, "Second Wind," to recover WP and deliver another round of devastating attacks.

This flow creates a playstyle where each aggressive move feeds into the next — not just with brute force, but with a sharp, tactical edge.



Furthermore, with the unique memory trait “Blood Circulation,” Diurmuid can recover HP each time he defeats an enemy. This healing effect activates not only during counterattacks but even while he’s under the effects of Charm. Thanks to this, Diurmuid can endure longer than other Survivors while diving deep into enemy lines — breaking their formation and setting the stage for a counteroffensive.



[h3]Blood as Hot as Molten Steel[/h3]
While Diurmuid’s playstyle has become more strategic than before, his overwhelming strength and aggression haven’t disappeared at all. In fact, this allows for well-designed aggressive play, making offensive tactics even more rewarding and fun.

Diurmuid is the only Strength-based character available from early on, especially in the Pleasure District. Strength affects melee attack damage, so he’s specialized in using close-range weapons. By bonding with certain memories that boost his Strength stat significantly, he can achieve much higher attack power more intuitively than other Survivors. Because of this, Diurmuid sometimes needs to invest in Strength even if it means accepting some weaknesses.

For example, with “Berserker’s Memory”, Diarmuid can gain very high Strength stats quite early on. However, this comes with an old weakness — “Friend or Foe” — meaning he can also deal heavy damage to allies. Of course, since this trait is now tied to a Memory rather than being a unique characteristic of Diurmuid himself, you can choose to sacrifice some stats to pursue more tactical flexibility and stability.



On the other hand, you also need to be careful with the trait “Unleashed Instinct,” which causes Diurmuid to recklessly charge into the midst of enemies in the heat of battle. After defeating an enemy, this trait gives a chance to move toward another nearby enemy. This can either throw your team’s tactics into chaos in an instant or save effort by automatically targeting the next enemy. So, it’s important to carefully manage the battle environment to ensure this trait is used as an opportunity rather than a tactical mistake.



Fortunately, since Diurmuid is a master of close combat, he has a unique trait called “Endure Suffering” that acts as a kind of safety net even in aggressive strategies like this. When attacking enemies in melee range, Diurmuid can reduce the damage from enemy counterattacks and avoid losing Willpower from those counters. It’s as if he’s saying, “If you’re afraid of enemy counters, you can’t really call yourself a warrior.”



So, what do you think about the new look Diurmuid? Amidst the deepening darkness and growing threats, Diurmuid’s “strategic aggression” is a bit more challenging than before, but in turn it can become a more effective weapon.

We’ll be back next week with more news on character updates.
Thank you, Survivors!
REMORE

The New REMORE Arises!



Rejoice Survivors!

The wait is truly over...
Soon, the world of REMORE as you know will descend beyond the abyss and reemerge as a terrifying new experience...

Can You Survive It?

Thank you,
REMORE

[Dev Note] Shadow Sister: Eliminate Target



Hey there, Survivors!

We’re back again with another character rework update. Today, we’re introducing a deadly assassin who can finish the job before her enemies know what hit them—Shadow Sister Mienne.


[h3]Shadow Sisters: Serving the Light from the Darkest Places[/h3]
Mienne is a member of the Shadow Sisterhood, a covert group that’s been operating long before the explosion of Memolith. Their role? To "handle" anything that went against the doctrine of the Church—quietly, from the shadows.

While the Church preached its bright and shining teachings in public, there were always things they couldn’t deal with so openly—gray areas, borderline heresy, or problems that might become heresy down the line. That’s where the Shadow Sisters came in: To take care of things quietly, cleanly, and out of sight.

Mienne’s been doing just that—spying, gathering intel, and taking care of potential threats before they could grow into real problems. Right before the explosion, her mission was to investigate the strange darkness creeping through the Pleasure District and deal with anything suspicious. Disguised as a nurse tending to the sick, she worked undercover, passing messages to her fellow Sisters who were also operating in the area, all while chasing down the source of the corruption.



[h3]Unexpected Connection: Joining a New Party[/h3]
Before long, the Memolith exploded, cutting off the Shadow Sisterhood’s communication, and Mienne ended up completely isolated—unable to push forward or fall back. And with all kinds of evils appearing, she focused on taking them down while trying to figure out what was going on.

That’s when she spotted the Expedition team—people who were not only trying to handle the creatures but also lighting the Guiding Pillars as they went.

Still, Mienne wasn’t one to rush in. Instead of stepping out and joining them right away, she kept her distance and watched, trying to get a read about their goals and what they were capable of. Every now and then, she’d quietly leave behind a helpful item and slip away without a word.



Just as Mienne had started to build some trust in the Expedition team, they found themselves in serious danger—completely surrounded by enemies.

At that point, Mienne couldn’t just sit back and watch anymore. She stepped out of the shadows, jumped into the fight, and advised the team to use the Guiding Pillars to push back the enemy.

After a tough battle, they managed to wipe out the enemy forces together. Encouraging the team, Mienne then joins them at their Hideout—and from that moment on, becomes a playable Survivor.



[h3]A Flash of Steel in the Shadowed Darkness[/h3]
Mienne’s character is built around stealth, precision, and practicality. She’s someone who prefers working alone over relying on others—a cool-headed realist who gets the job done quietly and efficiently. She’s not just another assassin; she’s designed as a high-skill character who shines brightest when a fight unfolds exactly as planned.

Shadow Sister Mienne’s main Stat is Speed, and characters with high Speed can deal devastating surprise attack damage—far beyond what most enemies can handle. For her, Ambush isn’t just a tactic—it’s everything. That said, you can’t always ambush in every situation. If enemies are grouped too closely or if there’s a sharp-eyed foe nearby, getting the jump on them won’t be so easy.

That’s where Mienne’s core mechanic comes in: Stealth.

She has several ways to slip into the shadows. From the moment she joins the team, she comes with the skill “Hide”, which lets her enter stealth instantly at the cost of very little TP—regardless of the situation. On top of that, her unique trait “Afterimage” allows her to automatically enter stealth at the end of her turn, as long as no enemies are adjacent to her.

With this, you can chain stealth-based plays—ambushing an enemy, repositioning to stay out of reach, and slipping back into the shadows by turn’s end. If the stealth isn’t broken, you’re ready to strike again on the next turn. It’s a hit-and-fade style of gameplay that rewards patience, planning, and precision.



Of course, for Afterimage to activate, Mienne needs to keep her distance not only from enemies but also from allies. If there are characters next to her, her weakness—“Social Anxiety”—actually causes her Will to decrease.

Because of this, the Shadow Sister surprisingly needs to take a somewhat bold approach. She has to get right into the enemy’s midst, eliminate key targets, and then slip away smoothly. So, when building the Expedition team including Mienne, it’s ideal to have characters who can soak up enemy attacks and protect her.

Also, to avoid getting stuck or disadvantaged by terrain, allies, or enemies blocking her path, it’s important to equip her with a variety of movement skills that allow flexible positioning on the battlefield.



The unique traits that Mienne unlocks as she gradually strengthens her memories help make her stealth-and-ambush playstyle even more powerful and flexible.

One such trait, “Silent Steps,” gained through her unique memories, lets her move without spending TP when she enters stealth while no characters are adjacent. Since Hide consumes TP but has no cooldown, using Silent Steps well means she can slip into stealth multiple times in a single turn—taking down enemies one after another.

To make her Ambushes even deadlier, Mienne’s core memory traits also give various bonuses to her surprise attacks. “Decisive Action” adds 10% extra damage per 1 point of her current Will when she lands a successful ambush. So, if her Will is well-managed, that can mean a whopping 40% damage boost.

“Ongoing Mission” gives her a 50% chance to recover WP after killing an enemy with an ambush.

All together, these traits let Mienne efficiently take out enemies with each Ambush, slip back into Stealth, and then target the next victim—performing a kind of “chain assassination.”



Today’s spotlight Survivor, Shadow Sister Mienne, is a high-risk, high-reward character who demands careful and strategic play. When used well, she can deal devastating damage to enemies, making her a great choice for skilled players!

We’ll be back next week with more character rework news.
Thanks, survivors!
REMORE

[Dev Note] Inquisitor: Come, darkness! — for in faith, there is no fear.



Hey there, Survivors!

In our recent Dev Notes, we talked about the bigger picture—like the game’s systems and narrative—focusing on the core elements that define our game. A lot has changed, and we’re hoping all these updates help make REMORE a richer, more compelling experience. We're really looking forward to your thoughts and reactions!

Today’s Dev Note is a bit more specific—something that might feel more immediate and intuitive to you as players. We’re talking about the rework of the playable Survivors.


[h3]The Background Behind the Playable Survivors Renewal[/h3]
As we shared in a previous Dev Note, all Survivors are being upgraded. Each one has been reimagined with their unique personality in mind, making them more compelling—not just in terms of narrative, but also in gameplay.

Since then, we’ve made a number of exciting changes to both story and systems, which meant our playable Survivors had to evolve alongside them.

Narratively, the world of REMORE has expanded dramatically. It's now richer, more detailed, and grounded in the societal issues that existed before the tragedy that now consumes it. With this deeper worldbuilding, every Survivor needed a clearer, more defined role in the pre-disaster world. While each had a backstory during Early Access, we felt they deserved more—more depth, more nuance, and a stronger connection to the world around them.

Gameplay-wise, REMORE has undergone a significant transformation. Stages are now smaller in scale but far more numerous, leading to faster-paced, more frequent combat encounters. Exploration and Free Movement now play a much bigger role in the core loop. We’re also introducing new systems like Will and Memory Binding, both of which deeply affect how Survivors are set up before heading out on Expeditions.

Because of all this, the flow of combat—from preparation, to positioning, to the battle itself—has changed in meaningful ways. That meant we needed to revisit and overhaul each Survivors’ core stats, skills, traits, and growth paths to make sure they feel right within this new structure.



Of course, we’re not abandoning the core ideas behind the playable Survivors we introduced earlier. Their concepts were carefully designed to feel grounded and authentic within REMORE’s medieval-apocalypse setting—both narratively and in gameplay. Rather than tearing those foundations down, the changes we’re making are meant to build on and strengthen them. We believe staying true to those original visions is essential to preserving both the Survivors’ narrative weight and the game’s overall identity.

With that in mind, we’re excited to reintroduce the heroes of REMORE, now in their newly refined forms. And today, we’re shining a light on one of them—a figure we briefly mentioned in a past Dev Note: The Solemn Arbiter, The Inquisitor.


[h3]Inquisitor Becket[/h3]
Before the Memolith explosion, Becket was a devout enforcer of the Church’s will—a judge who delivered righteous punishment to those who turned away from the Light. To him, the Church’s doctrines weren’t just teachings; they were natural law, divine truth, and the very framework of the world. Upholding that order through relentless judgment was his sacred duty.

But Becket isn’t some cold, unfeeling tool of the Church. His faith isn’t blind obedience—it’s a conscious, deliberate choice. He accepted the Church’s teachings as his own moral code, and so every sentence he delivers is not only the Church’s will—it’s his own. To Becket, heresy is more than rebellion. It’s a blemish on the world that must be purged. And he carries out that responsibility with unshakable pride and conviction.



As the Church’s hammer of judgment, Becket held a position of great respect within the order. Naturally, he had subordinates who served alongside him—people he trusted deeply and treated with dignity. His strict adherence to doctrine often made him seem harsh, perhaps even inflexible, but never out of cruelty. His rigidity came from a place of deep conviction and an unshakable sense of duty.

It’s likely that this very devotion is what made the loss of the Memolith—and the chaos that followed—so profoundly devastating for him.


[h3]A Guardian of the Church, On a Journey to Restore the Light[/h3]
Before Willam, Edwin, and Diurmuid discovered the Hideout and joined the resistance, Becket had already reunited with Scribe Giuseppe and returned to the ruined, creature-infested streets of REMORE. His mission was personal and solemn: to recover the remains of his fallen comrades—no matter how disfigured—out of respect and remembrance. This is why, when the other Survivors first gather at the hideout, Becket is nowhere to be found.

Unlike Becket, Giuseppe’s faith had evolved. Rather than grieving the destroyed Memolith, he sought to collect its scattered fragments and rebuild it—hoping to restore the Light to REMORE in a new form. For Becket, who had placed his unwavering faith in the original Memolith and the doctrine of the Church, Giuseppe’s vision may have seemed misguided. Even so, in the wake of the catastrophe, Giuseppe knew one thing for certain: they couldn’t survive without Becket’s strength. And so, he asks Willam, Edwin, and Diurmuid to go find him.

While exploring the world, players may spot Becket moving with purpose through the ruins. If you follow him, you’ll discover him surrounded by enemies, risking his life to recover the remains of his fallen subordinates. After fending off the corrupted and clearing the area of creatures, you’ll light a guiding pillar together to bring brief peace to the chaos. Only then does Becket finally speak to you.

From that moment forward, Becket—the resolute Inquisitor—joins your party as a playable Survivor, ready to carry out his solemn mission at your side.



[h3]A Memory Shining in the Darkness[/h3]
As the Expedition continues and pieces of the Memolith are bound together, Becket slowly begins to recover the fragments of his faded past. Through this process, the convictions he once held start to take clearer, more defined shape.



[h3]REMORE: A Pit of Corruption and The Loss of Faith[/h3]
REMORE had descended into a pit of corruption, a place where humanity’s darkest shadows festered so deeply that it ultimately triggered the catastrophic explosion of the Memolith. In this fallen world—one that had turned its back on both faith and humanity—Becket, a devout Inquisitor, found himself weighed down by countless “duties.” Yet, he never wavered in his mission, nor did he question it. What truly pained him was the overwhelming number of people who had abandoned the Light.

Confronted with this harsh reality, Becket’s once blind faith began to shift. His actions, once guided by rigid doctrines and strict principles, started to evolve, reflecting a growing need for new standards better suited to this changed world. As his journey continues, and he gradually regains the strength to fight back the darkness and reclaim lost memories, Becket’s inner struggles and growth come to light. His desperate battle to banish the shadows from REMORE and restore the lost Light becomes even more compelling through this transformation.


[h3]The Mace of the Church: Driving Back Darkness with Blood[/h3]
To bring Becket’s strict, judgmental nature into gameplay, the team focused on two core traits: his unshakable faith and steadfast pride. To Becket, those who turn away from the Light—and the monstrous creatures born from such betrayal—are pure evil, deserving of judgment. And REMORE is crawling with them. Yet Becket never doubts his own strength. As an Inquisitor, he carries out his duty with unwavering confidence and pride.

This unyielding resolve is reflected in Becket’s passive skill, Determined Resistance. Wielding a Two-Handed Mace, his weapon of choice, Becket fights best when armed with what he knows best. With his favored weapon in hand, he stands firm against incoming attacks, skillfully blocking them. Then, he follows up with a powerful counterattack, delivering a devastating blow with his unique trait, Righteous Fury, crushing foes in a single, righteous strike.



However, when it comes to crushing the evil rooted deep within REMORE, simply waiting for enemy attacks and countering isn’t enough to fulfill an Inquisitor’s duty. The skill “Guilty Verdict,” unlocked through binding memories, is a taunt ability that forces enemies to target Becket while simultaneously weakening their attack power.

In other words, combined with his counterattack-focused traits, Becket can now provoke enemies during his turn, drawing their attacks, easily blocking their strikes, and following up with even deadlier retaliation. As a solemn arbiter of judgment, Becket fears no evil. He thrives in a “come at me” style of combat—facing threats head-on and taking them down one by one with unwavering authority.



Because Becket’s conviction is so unshakable, he has exceptional endurance in prolonged combat compared to other Survivors. Thanks to his unique trait, “Determined Resistance,” gained through his special memory skill, Becket can consume Willpower instead of falling into a downed state when his HP reaches zero. With careful management, this lets him avoid incapacitation up to four times, allowing him to endure grueling battles where others might fall—and turn the tide for his team.

Additionally, his unique trait “Righteous Fury” lets him execute enemies and recover Willpower based on his current Willpower tier. These mechanics—drawing strength from Willpower to survive tough fights and using that same resource to deal ruthless justice—truly shine when Becket’s Willpower is managed well. His immense power as a judge punishes those who deserve it!



[h3]“As Darkness Deepens, Light Shines Brighter.”[/h3]
Becket’s weakness trait, “By the Will of Light…,” reveals his inner struggle—whether he can keep his faith in the Light alive even as REMORE sinks deeper into darkness.

Whenever his attacks miss, Becket burdens himself with “Penance” for failing his duty. As Penance builds up, his accuracy steadily drops, but his chance to land a critical hit rises. This self-imposed penalty grows until he lands a powerful critical strike, which then clears all accumulated Penance.

“By the Will of Light…” represents Becket’s determination to never lose hope, no matter how bleak things get. Even when he can’t fully conquer the evil around him, he clings to the possibility of redemption through one decisive, righteous strike in the name of the Light.



We’re going to be revealing more about the other Survivors over the next few Dev Notes so stay tuned!

Thank you, Survivors!
REMORE

[Dev Note] The Hideout's Transformation: A New Home for the Survivors



Hey there, Survivors!

In the last Dev Note, we talked about the new Restoration Level system that’s coming to REMORE.

This time, we’ve got something that might hit even closer to home for you: a revamp of the Hideout.


[h3]Bring the Hideout to Life[/h3]
The Hideout has been around since Early Access—it’s where you get ready before heading out on an Expedition. Every Expedition starts and ends there, and using its features to gear up for what’s next has always been a core part of how the Expeditions flow.

But in Early Access, the Hideout was more about function than story. As you played, new characters joined you, unlocking new features and giving you more ways to prepare. Still, when it came to who those NPCs were or what the Hideout itself really meant, we kept it pretty functional—just enough to support gameplay without diving too deep into the narrative side.



However, since REMORE’s story is getting deeper and more detailed, we figured it makes sense to give the Hideout a stronger narrative purpose. More specifically, we need to clearly explain what the Hideout is and what role the NPCs there play.

We started by looking at what the Hideout really means. In the Early Access version, the Hideout was just a random isolated house found thanks to the blacksmith “Jorgyn” It was simply a safe spot to hide from monsters during the apocalypse.

But now, the story has a more detailed setup — the monster apocalypse is actually “darkness spreading because the Memolith exploded.” So, the Hideout needs to mean more than just a safe place; it has to protect the group from that darkness in a meaningful way.

Because of that, the Hideout got a new meaning: it’s the place where a new Memolith is being rebuilt, taking the place of the one that blew up. The group uses the light from the Memolith to keep the darkness away, lights up guiding pillars during their expeditions, and collects Memolith fragments to restore the light to the land. The process of restoring it is shown in the “Restoration Chart” we shared in last week’s dev note — the Memolith in the Hideout slowly gets its power back and regains the strength it had lost.



Because of all this, we needed a way to restore the new Memolith and unlock its power. The expedition members are great fighters and the main characters of the game, but there wasn’t really a good reason for them to be the ones handling the Memolith directly. That’s where two new characters come in — Giuseppe, a scribe, and Ellen, the Flamekeeper.

They were introduced to help fill that gap. They're both originally members of the Sunfaith, a group that worships the Memolith, and they were the ones guarding the Hideout before the expedition team arrived. So, it makes sense that they’d know how to restore the Memolith — and even how to extract the memories of the fallen from its fragments and bind them to the expedition members.

We’ve also prepared deeper narrative content related to these two, which we’ll share in a future Dev Note.



[h3]Hideout Features[/h3]
When it comes to the Hideout's features, we're still sticking to the same basic idea as in the Early Access version — each NPC is assigned a specific role. But since the exploration system has changed quite a bit — shifting from a linear stage-by-stage structure to a free-movement one — we had to rethink and narrow down which features to really focus on.

In Early Access, the timing and number of Hideout visits were fixed. Basically, after every stage, you had to return to the Hideout. That meant each visit was a key moment to regroup and upgrade your team as much as possible.

Also, since the resources you earned and your overall progress were pretty predictable based on stage progression, we could balance how much you could power up your squad and how useful each resource was. To put it simply, it followed a clear pattern like: Stage 1 → Hideout 1 → Stage 2 → Hideout 2... and so on — which made it easier to control when and how new Hideout functions were unlocked.



In the new version we’re working on, players can choose when and how often they visit the Hideout. Since you can also pick the order in which you tackle stages, there are now countless variations in when and how you’ll collect certain resources. Because of that, we can’t rely on the old system where Hideout features are unlocked based solely on how many stages you’d cleared. With players visiting the Hideout more frequently now, we needed to rethink how those features are balanced.

As for unlocking Hideout features, that’s now tied to the “Restoration Chart” we introduced in last week’s Dev Note. So instead of just counting how many stages you’ve cleared (or how many guiding pillars you’ve lit), we also take into account the importance (or size) of those guiding pillars, and how many Memolith fragments you’ve recovered. All of that affects what gets unlocked and when.



Since players will now be visiting the Hideout more often, we had to condense its features a bit. The original features made sense for the older expedition flow, but with the new system, it started to feel like there was just too much to go through every time you stopped by. So, we streamlined things down to four main functions: Checking the Restoration Chart, Memory Binding, Blacksmithing and preparing the next expeditions.

xcept for the expedition part, the other three are all tied to clear reasons for returning to the Hideout — like needing to gather enough Restoration progress to unlock new abilities, collecting enough Memolith fragments to bind memories to characters, or gathering materials to craft stronger weapons.
In short, the new Hideout is now a more focused space, built specifically around strengthening your expedition team.



[h3]The Result: The Hideout Becomes the Core of the Game Flow[/h3]
After testing these changes internally, we found that the overall gameplay flow felt much more natural and intuitive. The goals of the expedition and the tools to reach them now connect more smoothly through the Hideout, making it feel like an integral part of the whole experience. Both team members who lean more toward narrative and those who prioritize gameplay agreed — the new Hideout just feels more natural.

As development picks up speed, there’s a chance the Hideout may see even more changes. But its core purpose — helping each expedition flow more naturally — will stay the same. We're really excited to bring this new experience to you, our Survivors!

Stay tuned for next week’s Dev Note.
Thanks as always, Survivors!
REMORE