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[Dev Note] Richard: REMORE's Bridle



Hello, Survivors.

In our last Dev Note, we introduced Georg, the figure at the heart of tragedy in REMORE’s Outer District. Georg plays a pivotal role in the chaos that unfolds in the Guild District. Yet the turning point that escalated the situation was the dispatch of REMORE’s general, Richard.


[h3]Richard: Loyal to the Bone[/h3]
Richard leads the forces sent to the Outer Ward by REMORE’s ruling council. A native of the city, he is defined by his deep pride and unwavering devotion to Remore. The council trusted his loyalty implicitly, sending him to oversee the Outer Ward and keep foreign merchants—including Georg—under control.

Richard did not disappoint. He sought to impose an order that placed Remoreans above all others. From the perspective of REMORE—or from that of any proud Remorean—this might have seemed both reasonable and justified but it was far from right. Putting Remore first inevitably turned into discrimination against outsiders.

As we’ve mentioned before, REMORE has a long-standing bias against outsiders. As a port city connected to the sea, it has endured frequent raids from seafaring marauders. Naturally, those coming from across the waters were viewed with suspicion, and this wariness hardened into a fear of the unfamiliar. For Richard, who grew up witnessing these invasions firsthand, outsiders were never someone to be trusted or treated kindly.



[h3]Richard’s Method[/h3]
Yes, Richard did treat outsiders differently, but he wasn’t openly brutal. Doing that would have caused immediate chaos, so he took a subtler approach—one that made it hard for those being discriminated against to push back.

Under the excuse of keeping “order” in the Outer Ward, he cracked down harder on foreign merchants and enforced the rules more strictly than for locals. Since these actions were technically part of his official duties, outsiders couldn’t protest, yet they still felt the pressure. It was a smart, low-profile way to keep them in check. Over time, foreign merchants lost influence, and REMORE’s native guilds were all too happy to see it.

At the same time, Richard worked on securing this Remorean “order” even further. To keep putting pressure on outsiders, his forces needed control over where they stayed—and ideally, positions that would give them an advantage if conflicts broke out. So he fortified key spots and slowly increased his troop numbers. Eventually, the Outer Ward became more or less a “military zone” under Richard’s command.

Of course, this kind of planning and execution isn’t something one person could pull off alone. Supporting him were three captains, each praised for their wisdom, courage, and loyalty. These knights helped Richard expand his influence steadily and effectively.



Sir Gilbert, famed for his bravery and aggressive tactics, carried out missions boldly at the front lines. Because of this, to Richard and the people of REMORE, he was seen as a reliable shield who stood foremost against the “tyranny” of outsiders, including Georg. Of course, from the outsiders’ perspective, he was far from endearing.

Sir Edmund, a wise knight recognized by all for his wisdom, strategy and keen situational awareness, carefully assessed the conflicts between outsiders and the REMORE people, finding the most efficient ways to empower the REMORE side. He was especially skilled at monitoring Georg and anticipating his insidious intentions.

Sir Fitzwalter, a knight respected for his loyalty to Richard and REMORE, provided great support to Richard, who struggled with the burden of maintaining leadership and control of the people in the outer wards. He protected Richard from the selfish attitudes of the leadership and the various plots and schemes that unfolded.

Thus, from the perspective of “REMORE” thanks to these excellent generals and knights, the situation in the outer districts gradually stabilized. Yet, in truth, it was a crisis on the verge of erupting.


[h3]Deepening Tensions, Igniting Conflict[/h3]
Richard’s actions greatly heightened Georg’s intense wariness. Georg carried a trauma from nearly losing his life due to his own helplessness, so he could never stand by while Richard’s moves harmed his trading guild. The path Georg chose was to form a private army under the guise of “guards.” He built his forces under the pretext of escorting merchant ships and guarding warehouses, eventually amassing a force that could no longer be ignored.

Using this private force, Georg pushed back against the native guilds, which ultimately sparked the Hammer Rebellion. The uprising escalated to a serious level, yet Richard responded very passively, letting the revolt drag on. He expected that the conflict would weaken Georg’s forces and inflict losses on his property.



However, Georg managed to suppress the Hammer Rebellion faster than expected, and the damage he suffered was minimal. Richard’s expectations were off, and Georg was furious that Richard’s forces—who had always oppressed them under the pretext of “maintaining order”—had taken such a passive approach during the rebellion. As a result, the clash between Georg and Richard reached a breaking point.

Amidst this chaos, the Memolith erupted, and the two groups—each fueled by their own hatred—continued their cycle of animosity, even as they became lost in the darkness. For the rest of the story about REMORE’s Outer Ward and its two main figures, Georg and Richard, check it out in-game!



Thanks as always Survivors and see you in the next Dev Note!
REMORE

[Dev Note] Georg: Greed Incarnate



Hello, Survivors!

Continuing on from last week, today I’d like to share the story of the tragedy that looms over the Guild District.


[h3]The Beginning of Georg: From a Gifted Bastard to the Embodiment of Distrust and Greed[/h3]
As we talked about last time, Georg was a merchant from far outside REMORE. Born an illegitimate child to a wealthy merchant family, he never received much love at home. Still, his father recognized his talent and supported him in his own way.

But that “special treatment” soon became a curse. Rumors spread that Georg might be adopted and included in the line of succession. His father, instead of protecting him, chose to watch from the sidelines—believing that if Georg was strong enough to endure envy and hostility, he would prove himself worthy; if not, he could simply be discarded.

The merchant’s wife began tormenting Georg in ways that were cruel and stopped short of scandalous. She gave him putrid food that was barely edible, pressured the servants to neglect him, and insulted him openly. Georg endured it all, relying only on his own abilities. But eventually, she went too far—she tried to poison him.

Only then did the merchant step in. He removed his wife and tried to adopt Georg formally. But the damage had already been done. Years of mistreatment, capped by a brush with death, left Georg with a lasting scar. From that point on, he believed his suffering came from being “weak.” He convinced himself he could never trust anyone, and became obsessed with gaining strength—whether through wealth, power, or influence—to protect himself at all costs.



[h3]Journey to REMORE: Rapid Growth, and What Awaited at the End[/h3]
Georg refused the merchant’s offer to adopt him. He could no longer trust anyone—not even his own father. Instead, he asked to be sent far away from his father’s stronghold, to another city. After much thought, the merchant agreed and sent Georg to Remore, a land still largely untouched by commercial development.

As mentioned in last week’s Dev Note, REMORE was known for its hostility toward outsiders. It was a place where foreign merchants like Georg struggled to establish themselves. The local trade networks were tightly controlled, and merchants from outside REMORE were usually limited to serving as middlemen at best.

Yet once he arrived, Georg combined his natural talent with relentless effort, learning faster and growing quicker than anyone around him. Supporting him in this journey was his guardian, Konrad—another foreign merchant whom his father had asked to watch over him. Konrad had carved out a modest foothold in REMORE through his own resourcefulness. He quickly recognized Georg’s skill and drive, and treated him almost like a son, nurturing and supporting his growth.



During this time, the Church began a massive expansion project. Seizing the opportunity, Georg quickly organized a large-scale freight transport system, and with it, he finally gained real influence within REMORE. His rapid rise drew suspicion and resentment not only from the local powers but also from the central authorities. Yet Georg pressed on, showing a hardline stance by even assembling a kind of “private guard.” Tension steadily grew—until, at last, an incident erupted.


[h3]The Hammer Rebellion: A Tragedy Born of Prejudice and Greed[/h3]
As Georg tightened his grip on REMORE’s markets and bolstered his control with a private militia under the guise of “security,” resentment among the REMORE citizens reached its peak. Worse still, he exploited the craftsmen of the Guild District for his own greed, wielding his influence without restraint. The locals’ hostility toward outsiders, combined with the suffering they endured under his rule, finally boiled over. The craftsmen struck back—through violence.

This uprising, led primarily by stonemasons and artisans, would later be remembered as the Hammer Rebellion. It swept across the entire Guild District, leaving behind massive property damage. Normally, such an outbreak of violence would have prompted immediate intervention from the central authorities. But Richard, who at the time commanded the Inner City district, thought differently. The rebellion was aimed squarely at Georg, and Richard believed the longer it continued, the heavier Georg’s losses would be. Holding little sympathy for the foreign merchant, Richard deliberately responded to the Hammer Rebellion with only minimal effort, letting it rage on.



Meanwhile, although Georg suffered significant financial losses, he had enough guards under his command to suppress the uprising without much difficulty. In the end, the damage remained well within what he could handle. True to his calculating nature, Georg struck back hard after the rebellion, targeting the stonemasons’ and artisans’ guilds that had led the riot. Ultimately, they were forced to submit under his influence.

He also used the central authorities’ lack of cooperation—especially Richard’s indifference during the uprising—as justification to argue for an even greater need for his own private guards. Step by step, he expanded both his influence and his military power.

Thus Georg’s greed only continued to grow, while the prejudice and conflict rooted in the Inner City deepened beyond measure. And then—the Memolith exploded, and the Dark Shroud spread. From that moment, the struggles between Remore’s citizens and outsiders, between the military and the guilds, between Richard and Georg, all began to take on a new form within the darkness.

And it is here, at this turning point, that our band of Survivors first set foot in this district in the midst of turmoil.



Today was a look at the narrative background to the events players will experience during this act.

The rest of the story is something you’ll be able to discover for yourself as you play—so stay tuned!

Thank you once again, Survivors!
REMORE

[Dev Note] The sins of the Guild District



Hello, Survivors.

In today’s Dev Note, we will begin to explore the stories contained within the Guild District of Remore.


[h3]Beginning: Formation of the Guild District[/h3]
REMORE is a city that grew thanks to the power of the light provided by the Memolith. Because of this, order is maintained under the influence of the Church of Sol, and a strong pride in being a REMOREan has taken root. As a port city connected to the sea by the river, resources were abundant. Naturally, the city center came to house administrative institutions based on the Church of Sol, while the riverbanks on the outskirts became home to the Guild District, where production and commerce were centered.

However, being a port city did not come without drawbacks. Because outside forces frequently raided via the river, the people of REMORE developed fear and distrust toward outsiders. Combined with their pride as those blessed by the sun, a deep-seated hatred toward outsiders took hold in REMORE.

Therefore, the early Guild District was almost entirely made up of native REMOREan groups. Examples include the fishing guild that handled catch and distribution through the port, and the crafting guild producing various daily necessities. Though not necessarily wealthy or highly ranked, these guilds formed the middle class of REMORE, supporting much of the city’s market flow and livelihood.

In its early days, the Guild District was stable and centered on the native population. Being relatively close to the central administration’s influence, public order was well maintained. As a result, the Guild District became a lively area with a significant population.



[h3]Change: The Influx of Merchants[/h3]
However, the peace in the Guild District did not last long. As REMORE gradually stabilized and the Church of Sol’s influence grew stronger, the ruling class of REMORE began to pursue better and more extravagant things. They desired more than the stable life REMORE had known so far.

Naturally, the eyes of REMORE’s upper class turned outward. Trade with outsiders gradually increased, and the influx of foreign merchants began. However, due to the deep-rooted hatred and discrimination against outsiders in REMORE, these merchants found it difficult to gain significant influence. The native guilds of REMORE united to enforce a kind of territorial control, and the merchants from outside could only maintain their position rather than expand their power.



The response of the outsider merchants was relatively moderate. They focused on only what was “permitted” to them and avoided provoking conflicts with REMORE’s native powers. In fact, they made efforts to improve REMORE’s discriminatory views toward outsiders and showed goodwill to blend in. Because of this, the guilds formed by these outsider merchants concentrated more on settling in rather than expanding their influence.

However, this fragile peace did not last long. With the arrival of Georg, an outsider merchant who would later come to dominate the Guild District, the order of the Guild District faced a massive upheaval.


[h3]Conflict: The Arrival of Georg, and What Followed[/h3]
Georg, a merchant from abroad who came to REMORE, was both a brilliant strategist and the embodiment of greed. He arrived just as the Church of Sol was beginning a grand expansion of its ornate buildings. Until then, trade through REMORE’s port had been relatively small-scale, which limited the supply of materials needed for construction. Georg quickly identified this weakness and used his unique skills to take control of large-scale cargo distribution in REMORE.

As a result, Georg became a significant power within the Guild District. Naturally, the native factions eyed him with suspicion and unease. But Georg was not the type to stop at mere scrutiny. He aggressively expanded his influence, increasing the tension and opposition among the REMOREans. Eventually, the central authority began to push back against him, sending General Richard.

Richard is a proud REMOREan through and through. He could not look kindly upon Georg’s growing power as an outsider and began openly discriminating against him. For example, he tightened inspections on outsiders, especially Georg’s merchant group, to curb their commercial activities. But Georg was not one to back down. He hired mercenaries to build a private force and responded firmly to the central government’s and General Richard’s attempts to check his power.



Tensions around the Guild District gradually escalated, bringing the two forces to the brink of open conflict—an explosive situation ready to ignite. Soon after, a great tragedy unfolded…

Next week, we will return with a deeper look at the ongoing conflicts in the Guild District.

Until then and, as always, thanks for your patience!
REMORE

[Dev Note] First step inside the city walls!



Hey there, Survivors.

In last week’s Dev Note, we gave you a quick look at what’s coming after the Red-Light District—a new area called the Outer Wall District.

Today, we want to talk a bit more about the journey that takes you there, and what kind of REMORE you’ll run into once you arrive.

[h3]The Sealed Gate[/h3]
Before the Memolith explosion, getting from outside the walls into REMORE wasn’t all that difficult—sure, there were some guard posts to pass, but the trip wasn’t long. As soon as you cleared the first real stage of Act 1, “Sentinel’s Pass,” you were in the city limits.

That gate, with its two giant statues standing as silent guards, has been completely sealed ever since the explosion.

After Memolith went up, creatures started flooding in from all over. The soldiers stationed at the gate did what they could, trying to keep things under control. But with creatures attacking from both sides—inside and outside the walls—it was pretty much impossible to evacuate anyone. Instead, they made the call to shut the gate for good, doing everything they could to protect the people still inside the city.

By the time your group gets there, the gate’s locked tight. But you'll find a message left behind by the soldiers—a reminder of the choice they made, and the stand they took to keep the monsters out.



[h3]Searching for the Dock[/h3]
Still, the group of survivors had no choice but to make their way into REMORE’s inner city—to restore the Path of Light and reclaim the Light of the Memolith. Fortunately, not every route into the city had been cut off. There was still one way in: a dock located in the Pleasure District, just outside the city walls.

REMORE’s citizens used this dock to travel back and forth between the district and the inner city. And so, the Survivors set out—they just had to find the dock, get a boat, and they’d be able to slip into the city that way.

But the route to the dock was crawling with monsters. To reach it, the group had to fight tooth and nail and push through a gauntlet of brutal encounters and treacherous exploration.

And when they finally arrived at the dock—they found themselves face-to-face with yet another massive obstacle.



The former ruler of the Pleasure District, Olivia, was transformed into a monstrous, plant-like creature after the explosion of Memolith. Her massive vines spread throughout the entire district. The problem? Those very tendrils were blocking off access to the ferry dock.

In the end, the only way to open the waterway and reach the inner city was to defeat Olivia—who, even in her monstrous form, still held dominion over the Red-Light District.

So, the Survivors set out for Olivia to confront her. Along the way, they had to push through an ever-thickening mist of Blood Lilies, pass by Petals that emit a dangerously alluring scent, and make their way through Olivia’s grand bathhouse—once a symbol of her power due to its sheer size and opulence.

And finally, the Survivors came face to face with Olivia herself.



After overcoming this monster and a level of aggression unlike anything they had faced before, the Survivors finally manage to bring Olivia down. With that, the Path of Light through the Red-Light District is restored, and the way toward the inner city is now open. It’s time to cross the river.

Bringing their long journey through the district to a close, the Survivors at last set foot inside the walls of REMORE.


[h3]A Changed Environment, New Landmarks[/h3]
As you enter the first stage of Act 2, you’ll immediately notice how different the terrain and layout are compared to the Red-Light District.

In Act 1, the Pleasure District was essentially a lawless zone that had developed outside the city walls—untouched by REMORE’s administrative systems. It wasn’t well-organized, and only had the bare minimum needed to function as a pleasure district. Most of the area was shaped by natural geography, with just a few scattered manmade structures.

But REMORE’s inner city is entirely different. It’s a space shaped and maintained by the city's own rulers—built for everyday life with well-paved roads and structured buildings.

The area once inhabited by merchants and craftsmen is known as the Guild District, while the sections where REMORE’s military forces were most active are called the Military District. Each area is designed and maintained to serve its specific purpose, reflecting a far more organized and deliberate environment.



The differences in setting between the main areas of Act 1 and Act 2 are clearly reflected in the design of in-game objects. As you follow the story of REMORE, spotting these contrasts will be a big part of the fun.


[h3]More Survivors, Richer Stories[/h3]
The inner city of REMORE had a solid military presence, and thanks to quick actions like the sealing of the Sentinel’s Pass, the Guild and Military Districts weren’t hit as hard by the Memolith explosion as the Pleasure District—which lay outside the city’s administrative reach.

Of course, the sheer number and strength of the monsters have thrown the city into chaos all the same. But in Act 2, you’ll come across more Survivors—and with them, more stories to uncover.

As mentioned in a previous Dev Note, Act 2 also introduces new playable characters, who you'll meet as the story unfolds. Each of them has survived the tragedy in their own way, and there are unique storylines prepared that show how they came to join your group.

You’ll get to learn what kind of lives they led before the explosion—and what pushed them to risk everything and join this dangerous expedition in the midst of the current chaos. Stay tuned.



We’re also working on some new events that let you peek into the past of the characters who’ve been with you since Act 1. They were once citizens of REMORE too—so now that you’re stepping into the inner city, you’ll start to come across traces of the lives they once lived.

As you keep journeying together, you’ll learn more about their past and present—what shaped them, what drives them. And hopefully, you’ll feel more connected to them—maybe even seeing them in a whole new light.

So that’s a quick look at the journey into REMORE’s inner city, and what’s waiting for you once you take that first step inside. In the next Dev Note, we’ll dive deeper into the new chapter and share even more exciting stuff about what’s coming—so stay tuned!

Thanks for reading, Survivors!
REMORE

[Event Winner] Strange Things are Afoot at REMORE! Winner Announcement!



Greetings New Survivors,

Strange Things are Afoot at REMORE! Find the Difference Challenge is over!

We received many correct AND unique answers to the Challenge and had a blast reading them! We hope you enjoyed putting your thinking caps on to tackle these mysteries of the universe!
Unfortunately, it's now time to say farewell to our fun... But we’re excited to present our first Discord Strange Things are Afoot at REMORE! Find the Difference Challenge winner!

[Winner]
RISE SpeedDemon

[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.

Thank you,
REMORE