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[Dev Note] Restoration: Expedition Progress



Hello, Survivors!

In our last Dev Note, we introduced the narrative behind the Pleasure District and unveiled our very first giant boss, Olivia.

Today, we’re shifting the focus back to game systems to talk about the meaning of Expeditions in REMORe and the way progress is measured—Restoration Level.

[h3]The Purpose of Expeditions[/h3]
In the Early Access version, our game had a fairly linear structure. That is, Players progressed through predetermined stages in a set order, clearing them one by one. Because of that, the goal of clearing each stage was already clear-cut, and we didn’t feel the need to provide any special motivation beyond that.

But in our Current Build, as we mentioned in a previous Dev Note, REMORE is moving toward a more open-ended expedition system. More specifically, the order in which players visit stages can now change depending on their choices. Deciding your expedition route has become a major part of the gameplay experience.



When choosing your expedition route, there should be a clear and compelling reason—a proper motivation to guide your decisions. In our game, aside from the main quests, there are currently three main motivations for going on expeditions: lighting the Guiding Pillars, collecting Memory Shards, and gathering other materials. As you pursue these goals, your Characters grow stronger, and future expeditions become easier.

However, there hasn't been a concept that allows players to intuitively grasp how far they've progressed toward those goals—until now.


[h3]A More Concrete Objective: Restoration Level[/h3]
This line of thinking led us to the creation of the Restoration Level system. It’s designed to fit the narrative flow we’re aiming for and to give players a clear and meaningful sense of direction.



The Restoration Level is fundamentally tied to a concept that runs throughout the world of REMORE— the Memolith. Restoring the Memolith represents the central objective of the Remore narrative, and as restoration progresses, the expedition team grows stronger. That’s the narrative side of the Restoration Level.

From a gameplay and system perspective, however, the concept becomes even clearer. As your Restoration Level increases, your expedition becomes stronger, making future journeys smoother and more manageable.

The role of the Restoration Level is closely linked to the sense of purpose behind expeditions, as mentioned earlier. And raising your Restoration Level is quite intuitive: light more Guiding Pillars and collect a wider variety of Memolith Shards. While these actions used to provide an indirect sense of expedition progress, the Restoration Level now gives players a direct, visible indication of how far they’ve come.

As your Restoration Level rises, your team gains access to a range of helpful abilities and functions. For example, you might unlock the ability to bind Memory Shards together, or a blacksmith—who regains his memories and purpose through these shards—might begin crafting equipment that enhances your expeditions.



As a result, the objectives of each expedition have become much clearer. The ultimate goal—clearing each act—requires assembling a stronger expedition team, and to do that, you must raise the Restoration Level of the Memolith. This makes lighting Guiding Pillars or collecting Memolith Shards during expeditions far more than optional—they become clear goals that justify setting out. And through the Restoration Level, players can clearly understand what their current expedition is striving toward.


[h3]Deeper Narrative Ties, Broader Gameplay Potential[/h3]
In designing the Restoration Level system, we’ve incorporated a range of ideas to ensure it fits organically into the narrative. At the core of the story is the tragic state of the world caused by the absence of the Memolith—and the gradual restoration of its power offers hope for reversing that tragedy.

More specific narrative touches include things like:
  • A blacksmith consumed by darkness who regains their memories and begins supporting the expedition
  • Expedition members gaining higher HP and stronger resolve as the Memolith begin to shine once again

These elements enrich the storytelling while expanding gameplay possibilities through the Restoration Level system.



Furthermore, to ensure that the Restoration Level system opens up even more possibilities, we’ve strengthened its integration with existing systems. As players progress through the game and their Restoration Level increases, they gain more choices and options in gameplay.

Not only does the blacksmith gain access to expanded functions, but the team also becomes capable of enduring longer expeditions. As a result, players can push deeper into expeditions, discover new paths, and explore the darkness of REMORE with greater freedom.



I think the best way to understand the meaning and value of the Restoration Level system we introduced today is by experiencing it firsthand through gameplay. We think when players try it out, they will quickly feel its narrative and systemic value.

Next time, we’ll introduce another new system that has arrived on Remore’s development journey.

Until then, thank you, Survivors!
REMORE

[Dev Note] Corruption in the Pleasure District #2



Hey there, Survivors!

In the last Dev Note, we talked about the Pleasure District after the Memolith explosion—and gave a small teaser of Olivia, too.

Today, we’re diving into the rest of your journey through the Pleasure District, which will lead you straight to Olivia who appears as the first giant boss in REMORE.


[h3]The Olive Branch: Olivia’s Grand Bathhouse[/h3]
The Olive Branch is a massive bathhouse connected to Olivia’s quarters. Fitting for someone who rules over the Pleasure District with its grand scale. Back before the explosion, this place was actually used as a real bathhouse—so busy that its own waterwheel was built just to pump water in.

In front of the bathhouse was a bustling plaza where all kinds of bath goods and accessories for attendants were sold. It was a lively, luxurious space—until everything changed.

After the Memolith explosion, the Olive Branch became a shelter for survivors. That once-busy plaza turned into a final line of defense. But the darkness kept creeping in. Eventually, Crimson Lily Mist began to spread through the area, and the creatures took over. With so many survivors gathered there, it naturally became a target for even more creatures.

Now, the branches that stretch across the whole Pleasure District pass right through this bathhouse—leading you straight to Olivia’s chamber.



[h3]Olivia: The Most Alluring Bloom in the Depths of the Pleasure District[/h3]
At the very heart of the Pleasure District lies Olivia’s quarters—where you’ll come face-to-face with her final form: a towering, monstrous flower in full, deadly bloom. Once the ruler of the entire district, her influence still lingers, with her branches sprawling across every corner of the area.

Don’t let your guard down—her petals may be mesmerizing, but they’re deadly. Olivia is unlike any enemy you will have faced in REMORE so far, with her gigantic size and devastating attacks that will truly put your survival skills to the test.



Phases & Action Counters: The Fight Against Olivia Introduces New Mechanics
The boss battle with Olivia brings two brand-new mechanics to REMORE: Phases and Action Counters. As Olivia’s HP drops, she’ll shift through multiple phases, each introducing new attack types and escalating threats for your team.

Each time one of your allies uses a skill during a phase, it will consume a portion of Olivia’s Action Counter. When that counter hits zero, she’ll unleash a powerful, phase-specific ability that targets your entire team—an attack that often defies the turn-based structure you’ve come to rely on.

You’ll be able to explore the full scope of her phases and skills in-game (no spoilers here!), but let’s take a look at one of her more interesting patterns:


[h3]New Guests: Break Out the Drinks![/h3]
Throughout the fight with Olivia, waves of creatures will continue to appear. These enemies will not only chip away at your team's HP, but also disrupt your ability to focus attacks on Olivia herself. But don’t go all-in on them either—if you waste too many skills on these creatures, you’ll burn through the Action Counter too quickly.

And when that happens Olivia unleashes a devastating area-of-effect attack that hits both friend and foe alike. What’s worse, when the dust settles, new creatures— “New Guests”—will arrive on the battlefield, escalating the fight even further.

We won’t spoil all the tricks to beating her, but here’s one key principle:
Take down as many enemies as possible using as few skills as possible.

Don’t miss the visual cues for Olivia’s upcoming attacks—they’ll be your only warning! Remember: half-measures will only lead to more summoned enemies… and ultimately, defeat.



[h3]Sweep: Lethal Elegance[/h3]
To welcome guests properly, one must always keep a clean home, right?

Olivia’s “Sweep” is a large-scale skill that sweeps across nearly the entire boss stage. Her attack moves from one end of the field to the other, hitting everything in its path. While it doesn’t deal massive damage in a single hit, repeated exposure can easily lead to your team being quite literally swept away.

To avoid being caught in the sweep, you’ll need to take cover behind the “Sprouting Branches” Olivia summons on the stage. That means you’ll need to anticipate the pattern—identify the direction the skill will start from and locate the branches ahead of time to stay safe.



[h3]Exploitation and Hospitality: Sometimes It’s Better to Bend Than Break[/h3]
The stage where the Olivia boss battle takes place is shrouded in Crimson Lily Mist, and many of the creatures that appear on this stage use Charm to their advantage. While it’s a good strategy to use stones scattered around the area to help your allies snap out of it, in certain situations, using Charm to your advantage might actually be more beneficial.

Characters designated as “Exploitation Targets” by Olivia will have their health absorbed, while those under the charm status will have their health restored. Additionally, characters marked as “Hospitality Targets” will not only heal if they are charmed but also gain a significant attack power buff.



The battle against Olivia is designed to provide you with an overwhelming experience. Our Dev team is working hard to ensure that future boss battles are even more polished and refined. We hope you're looking forward to the full-scale battle with Olivia!

Thank you, Survivors!
REMORE

[Dev Note] Corruption in the Pleasure District #1



Hey there, Survivors!

In our last dev note, we talked about what the Pleasure District was like before the explosion of the Memolith—how it came to be, and how Olivia, its central figure, established a system to run it. All of that takes place in the past, relative to when the game begins, and as you play, you’ll uncover more of that story through various in-game elements.

Today, we’re shifting gears to talk about what happened after the disaster. In other words, we’re diving into the present state of the Pleasure District as you’ll encounter it during gameplay. Previously, we shared detailed backstories of each stage. This time, we’re taking a step back to look at how a wave of corruption swept over the entire district!


[h3]The Corrupted: Humans Consumed by Darkness[/h3]
When the pillars that once radiated the Memolith’s light went dark after the explosion, the fallout hit nearly everyone in REMORE. Among those affected are people who haven’t fully turned into monsters but are no longer truly human either—these half-lost souls are known as the Corrupted. They’re hostile to survivors, twisted by darkness, but not yet completely gone...

The Corrupted were just ordinary folk going about their days in the Pleasure District. Some were entertaining clients, others were muscle hired to protect or handle tough tasks, and some were the impoverished doing whatever odd jobs they could find. Since they still retain their human forms, they continue to use the skills and abilities they had in their previous lives. And because their memories and minds are only partially lost, they still have a sense of self-preservation.

For example, if a nearby Rotter takes heavy damage, you might see a Harlot panic and flee, terrified that the one who used to protect her is now vulnerable.

Since these Corrupted haven’t fully transformed, they’re actually hostile toward true creatures. That means you could find yourself in a chaotic three-way fight between survivors, corrupted, and creatures. Depending on your choices, you might even be able to pit the corrupted and the creatures against each other, wiping both groups out in the process.



[h3]Creatures of the Pleasure District: Beasts Born from Pure Desire[/h3]
Of course, not everyone stopped at being simply corrupted. Some were completely consumed by the darkness—twisted beyond recognition into full-blown creatures. As you explore the Pleasure District, you’ll come across plenty of these abominations. Among them are two particularly unique enemy types you’ll only encounter in this area: Petals and Lechers.

Petals are what happens when Harlots are fully overtaken and transformed. Their bodies are adorned with deep red blossoms, resembling the district’s signature crimson lilies. Like their former selves, Petals use charm and seduction to threaten survivors. While they’re not especially tough in terms of raw defense, they can inflict charm status, turning allies against themselves and leading to devastating outcomes if not careful.

That said, their charm can be turned against them and clever survivors might even find ways to get enemies to fight each other.



Lechers are what became of the clients who once visited the Pleasure District—now fully consumed by darkness. These were usually people of high social standing, and their visits to the district were something they had to keep hidden due to the moral and religious shame involved. That’s why they used to cover their faces with red veils when they came.

Now twisted into creatures, these Lechers still wear those veils, frozen in the same act of hiding their shame. They’ve become so enchanted by the illusions of the Pleasure District that when you encounter them, they’re already under the effects of charm—still lost in a dream they never left.



[h3]Following the Spreading Branches…[/h3]
As you fight your way through the Pleasure District, you’ll start noticing strange, unusual branches crawling along the walls and floors. In a place once bursting with crimson lilies, these branches seem to embody the lingering desires that once fueled the district. If you trace them deeper and deeper, they’ll lead you into the heart of the Pleasure District.

The creatures grow more numerous. The darkness thickens. The mist of crimson lilies grows heavy. But if you keep pushing forward—cutting through it all—you’ll eventually come face to face with something unimaginable: a towering darkness. Olivia.



Today, we took a closer look at the twisted remnants you'll face within what remains of the Pleasure District, and the stories buried deep within.

Next time, we’ll introduce a brand-new, never-before-seen threat: the boss fight against Olivia herself!
As always thanks for reading, Survivors!
REMORE

[Event] The Handbook's Crossword Puzzle Winner Announcement!



A Word from the Development Dungeon,

The Handbook’s Crossword Puzzle Contest is officially over!

We received many submissions to the Puzzles and had a blast reading them!
We hope you enjoyed figuring out the answers from the secret clues!

And now without further ado, the Winner for our The Handbook’s Crossword Puzzle Contest is...

[Winner]​​
L...

[Answers]​​

[Grand Prize]​
Submit a name that will appear in-game for one of our NPCs!

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

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

Congratulations to Winner of the Competition! ​

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

Thank you,​
REMORE​

[Dev Note] Olivia : (Dis)Order in the Pleasure District



Hey there, Survivors.
Picking up from last week, today we’re diving deeper into the Pleasure District—specifically, one of its key figures: Olivia.



[h3]From a Clever Kid to the Boss of the Pleasure District[/h3]
Olivia was born into a pretty well-off merchant family, and even as a kid, she stood out as being sharp. Things were going well until new import laws came to Remore, and her family had to move outside the city. At the time, she had no idea she was walking straight into a nightmare.

That nightmare came on the Day of the Crimson Lily—a massacre that wiped out not only her family, but everyone who moved out there. Olivia barely made it out alive.

While some people were crushed by the tragedy—overwhelmed with grief or rage—Olivia stayed calm. In the aftermath, she took it upon herself to bring some kind of order to the chaos across the river. That’s when the Pleasure District began to take shape.

Being just across the water from the city meant it was far enough to escape the harsh control of the Order of the Sun, but still close enough to access easily. Over time, the area became a go-to spot for people chasing pleasures they couldn’t have under the Church’s watchful eye.

Olivia started small—selling drinks—but eventually expanded into everything from bodily pleasures to drugs. Her power grew fast. With the money and “services” she offered, even the higher-ups (including folks from the Order of the Sun) started turning a blind eye. The Pleasure District became almost untouchable, and Olivia locked in her position as the one in charge.



[h3]Division: Olivia’s Own Brand of Order[/h3]
Even with the Pleasure District’s unusual beginnings and the extreme trauma of the Day of the Crimson Lily, the fact that Olivia ended up taking control was still pretty remarkable. In REMORE, which has a medieval setting, it’s not exactly common for a woman—without brute strength or a religious cause backing her—to end up running an entire district.

That’s why Olivia created her own kind of “order” in the Pleasure District—one built on discrimination against those who were not loyal to her alone. And she used it cleverly to keep her power.

Her system was simple: if you were loyal, you gained a lot. If you went against her, you would be crushed—no exceptions. People didn’t follow her because they liked her. They followed her because being on her side meant survival and profit, and being her enemy meant getting destroyed. Over time, this clear divide—between those in favor and those not—became the rule of the land. And just like that, Olivia didn’t just run the district—she was order itself.

Thanks to this political savvy, Olivia built a system that kept the Pleasure District running and generating income. She separated areas into zones—places for entertaining guests and others for producing goods like drugs. Even within production, there was structure: physical laborers and skilled workers were treated differently, and rewards were based on results.

Yes, it brought stability but in a darker sense, it created a brutally efficient system built on strict loyalty.



So, Olivia’s system of loyalty ruling over the Pleasure District wasn’t entirely a bad thing for the people living there. After the Day of the Crimson Lily, those who stayed behind and tried to go along with the Order of the Sun ended up without any economic footing. Most of them eventually slipped into poverty and became part of the slums.

But the Pleasure District? As long as you played by the rules, it became a place where you could keep a stable livelihood. People who followed Olivia’s order could count on her for real support when things got tough.

For those who had lost everything—family, homes, safety—and were just trying to survive, maybe Olivia’s so-called “discriminatory” system felt less like oppression… and more like a fence that kept the chaos out. A twisted kind of shelter.


[h3]Proof that Olivia has a Heart[/h3]
Even though Olivia’s hold over the Pleasure District is built on a harsh system, she still has her “human” side—specifically, her deep longing for the family she lost on the Day of the Crimson Lily. Despite being the ruthless leader who crushes anyone who opposes her, Olivia still mourns the family she lost. Whenever a new bridge was built in the district, she’d name it after her family, and she’d always keep white lilies and pray in memory of them.

In a way, the care she shows to those who depend on her in the Pleasure District might be her way of expressing that same love for family. She looks out for the women working for her, and if anyone—no matter how high-ranking—disrespects them, she’ll take swift and brutal action. For Olivia, the people in the Pleasure District are like family. She even secretly helps those who build their own homes and families in the district, providing them with support when needed.



Olivia is a complex figure who can’t be simply called evil—or good, for that matter. She led the Pleasure District with stability until the explosion of the Memolith, and because of that, some people are grateful to her, while others hold grudges. Then, with the great disaster, both the Pleasure District and Olivia face a turning point. The district’s twisted order takes an even more horrific form, tightening its grip on the area and its people. Olivia, caught in the chaos, tries to maintain control—but the outcome is tragic.

Next week, I’ll be introducing the tragic changes the Pleasure District goes through after the Memolith explosion. Thanks for reading!
REMORE